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Tonik's single player progs for quakeworld
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340
nqw/COPYING
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340
nqw/COPYING
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|
@ -0,0 +1,340 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
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||||
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||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
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License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
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||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
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using it. (Some other Free Software Foundation software is covered by
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the GNU Library General Public License instead.) You can apply it to
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your programs, too.
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When we speak of free software, we are referring to freedom, not
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To protect your rights, we need to make restrictions that forbid
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GNU GENERAL PUBLIC LICENSE
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END OF TERMS AND CONDITIONS
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How to Apply These Terms to Your New Programs
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If you develop a new program, and you want it to be of the greatest
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Also add information on how to contact you by electronic and paper mail.
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Gnomovision version 69, Copyright (C) year name of author
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This is free software, and you are welcome to redistribute it
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Yoyodyne, Inc., hereby disclaims all copyright interest in the program
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`Gnomovision' (which makes passes at compilers) written by James Hacker.
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<signature of Ty Coon>, 1 April 1989
|
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Ty Coon, President of Vice
|
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This General Public License does not permit incorporating your program into
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|
5
nqw/Makefile
Normal file
5
nqw/Makefile
Normal file
|
@ -0,0 +1,5 @@
|
|||
all: spprogs.dat
|
||||
spprogs.dat: progs.src *.qc
|
||||
qfcc -Werror -g
|
||||
clean:
|
||||
rm -f core *.dat *.sym progdefs.h
|
741
nqw/ai.qc
Normal file
741
nqw/ai.qc
Normal file
|
@ -0,0 +1,741 @@
|
|||
void() movetarget_f;
|
||||
void() t_movetarget;
|
||||
void() knight_walk1;
|
||||
void() knight_bow6;
|
||||
void() knight_bow1;
|
||||
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
|
||||
/*
|
||||
|
||||
.enemy
|
||||
Will be world if not currently angry at anyone.
|
||||
|
||||
.movetarget
|
||||
The next path spot to walk toward. If .enemy, ignore .movetarget.
|
||||
When an enemy is killed, the monster will try to return to it's path.
|
||||
|
||||
.huntt_ime
|
||||
Set to time + something when the player is in sight, but movement straight for
|
||||
him is blocked. This causes the monster to use wall following code for
|
||||
movement direction instead of sighting on the player.
|
||||
|
||||
.ideal_yaw
|
||||
A yaw angle of the intended direction, which will be turned towards at up
|
||||
to 45 deg / state. If the enemy is in view and hunt_time is not active,
|
||||
this will be the exact line towards the enemy.
|
||||
|
||||
.pausetime
|
||||
A monster will leave it's stand state and head towards it's .movetarget when
|
||||
time > .pausetime.
|
||||
|
||||
walkmove(angle, speed) primitive is all or nothing
|
||||
*/
|
||||
|
||||
|
||||
//
|
||||
// globals
|
||||
//
|
||||
float current_yaw;
|
||||
|
||||
//
|
||||
// when a monster becomes angry at a player, that monster will be used
|
||||
// as the sight target the next frame so that monsters near that one
|
||||
// will wake up even if they wouldn't have noticed the player
|
||||
//
|
||||
entity sight_entity;
|
||||
float sight_entity_time;
|
||||
|
||||
float(float v) anglemod =
|
||||
{
|
||||
while (v >= 360)
|
||||
v = v - 360;
|
||||
while (v < 0)
|
||||
v = v + 360;
|
||||
return v;
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
MOVETARGET CODE
|
||||
|
||||
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
|
||||
|
||||
targetname
|
||||
must be present. The name of this movetarget.
|
||||
|
||||
target
|
||||
the next spot to move to. If not present, stop here for good.
|
||||
|
||||
pausetime
|
||||
The number of seconds to spend standing or bowing for path_stand or path_bow
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
void() movetarget_f =
|
||||
{
|
||||
if (!self.targetname)
|
||||
objerror ("monster_movetarget: no targetname");
|
||||
|
||||
self.solid = SOLID_TRIGGER;
|
||||
self.touch = t_movetarget;
|
||||
setsize (self, '-8 -8 -8', '8 8 8');
|
||||
|
||||
};
|
||||
|
||||
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
|
||||
Monsters will continue walking towards the next target corner.
|
||||
*/
|
||||
void() path_corner =
|
||||
{
|
||||
movetarget_f ();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
t_movetarget
|
||||
|
||||
Something has bumped into a movetarget. If it is a monster
|
||||
moving towards it, change the next destination and continue.
|
||||
==============
|
||||
*/
|
||||
void() t_movetarget =
|
||||
{
|
||||
local entity temp;
|
||||
|
||||
if (other.movetarget != self)
|
||||
return;
|
||||
|
||||
if (other.enemy)
|
||||
return; // fighting, not following a path
|
||||
|
||||
temp = self;
|
||||
self = other;
|
||||
other = temp;
|
||||
|
||||
if (self.classname == "monster_ogre")
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
|
||||
|
||||
//dprint ("t_movetarget\n");
|
||||
self.goalentity = self.movetarget = find (world, targetname, other.target);
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
self.pausetime = time + 999999;
|
||||
self.th_stand ();
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
=============
|
||||
range
|
||||
|
||||
returns the range catagorization of an entity reletive to self
|
||||
0 melee range, will become hostile even if back is turned
|
||||
1 visibility and infront, or visibility and show hostile
|
||||
2 infront and show hostile
|
||||
3 only triggered by damage
|
||||
=============
|
||||
*/
|
||||
float(entity targ) range =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local float r;
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
r = vlen (spot1 - spot2);
|
||||
if (r < 120)
|
||||
return RANGE_MELEE;
|
||||
if (r < 500)
|
||||
return RANGE_NEAR;
|
||||
if (r < 1000)
|
||||
return RANGE_MID;
|
||||
return RANGE_FAR;
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
visible
|
||||
|
||||
returns 1 if the entity is visible to self, even if not infront ()
|
||||
=============
|
||||
*/
|
||||
float (entity targ) visible =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
traceline (spot1, spot2, TRUE, self); // see through other monsters
|
||||
|
||||
if (trace_inopen && trace_inwater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
infront
|
||||
|
||||
returns 1 if the entity is in front (in sight) of self
|
||||
=============
|
||||
*/
|
||||
float(entity targ) infront =
|
||||
{
|
||||
local vector vec;
|
||||
local float dot;
|
||||
|
||||
makevectors (self.angles);
|
||||
vec = normalize (targ.origin - self.origin);
|
||||
dot = vec * v_forward;
|
||||
|
||||
if ( dot > 0.3)
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
===========
|
||||
ChangeYaw
|
||||
|
||||
Turns towards self.ideal_yaw at self.yaw_speed
|
||||
Sets the global variable current_yaw
|
||||
Called every 0.1 sec by monsters
|
||||
============
|
||||
*/
|
||||
/*
|
||||
|
||||
void() ChangeYaw =
|
||||
{
|
||||
local float ideal, move;
|
||||
|
||||
//current_yaw = self.ideal_yaw;
|
||||
// mod down the current angle
|
||||
current_yaw = anglemod( self.angles_y );
|
||||
ideal = self.ideal_yaw;
|
||||
|
||||
if (current_yaw == ideal)
|
||||
return;
|
||||
|
||||
move = ideal - current_yaw;
|
||||
if (ideal > current_yaw)
|
||||
{
|
||||
if (move > 180)
|
||||
move = move - 360;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (move < -180)
|
||||
move = move + 360;
|
||||
}
|
||||
|
||||
if (move > 0)
|
||||
{
|
||||
if (move > self.yaw_speed)
|
||||
move = self.yaw_speed;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (move < 0-self.yaw_speed )
|
||||
move = 0-self.yaw_speed;
|
||||
}
|
||||
|
||||
current_yaw = anglemod (current_yaw + move);
|
||||
|
||||
self.angles_y = current_yaw;
|
||||
};
|
||||
|
||||
*/
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() HuntTarget =
|
||||
{
|
||||
self.goalentity = self.enemy;
|
||||
self.think = self.th_run;
|
||||
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||||
self.nextthink = time + 0.1;
|
||||
SUB_AttackFinished (1); // wait a while before first attack
|
||||
};
|
||||
|
||||
void() SightSound =
|
||||
{
|
||||
local float rsnd;
|
||||
|
||||
if (self.classname == "monster_ogre")
|
||||
sound (self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_knight")
|
||||
sound (self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_shambler")
|
||||
sound (self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_demon1")
|
||||
sound (self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_wizard")
|
||||
sound (self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_zombie")
|
||||
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_dog")
|
||||
sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_hell_knight")
|
||||
sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_tarbaby")
|
||||
sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_vomit")
|
||||
sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_enforcer")
|
||||
{
|
||||
rsnd = rint(random() * 3);
|
||||
if (rsnd == 1)
|
||||
sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
|
||||
else if (rsnd == 2)
|
||||
sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
|
||||
else if (rsnd == 0)
|
||||
sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
|
||||
}
|
||||
else if (self.classname == "monster_army")
|
||||
sound (self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
|
||||
else if (self.classname == "monster_shalrath")
|
||||
sound (self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void() FoundTarget =
|
||||
{
|
||||
if (self.enemy.classname == "player")
|
||||
{ // let other monsters see this monster for a while
|
||||
sight_entity = self;
|
||||
sight_entity_time = time;
|
||||
}
|
||||
|
||||
self.show_hostile = time + 1; // wake up other monsters
|
||||
|
||||
SightSound ();
|
||||
HuntTarget ();
|
||||
};
|
||||
|
||||
/*
|
||||
===========
|
||||
FindTarget
|
||||
|
||||
Self is currently not attacking anything, so try to find a target
|
||||
|
||||
Returns TRUE if an enemy was sighted
|
||||
|
||||
When a player fires a missile, the point of impact becomes a fakeplayer so
|
||||
that monsters that see the impact will respond as if they had seen the
|
||||
player.
|
||||
|
||||
To avoid spending too much time, only a single client (or fakeclient) is
|
||||
checked each frame. This means multi player games will have slightly
|
||||
slower noticing monsters.
|
||||
============
|
||||
*/
|
||||
float() FindTarget =
|
||||
{
|
||||
local entity client;
|
||||
local float r;
|
||||
|
||||
// if the first spawnflag bit is set, the monster will only wake up on
|
||||
// really seeing the player, not another monster getting angry
|
||||
|
||||
// spawnflags & 3 is a big hack, because zombie crucified used the first
|
||||
// spawn flag prior to the ambush flag, and I forgot about it, so the second
|
||||
// spawn flag works as well
|
||||
if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
|
||||
{
|
||||
client = sight_entity;
|
||||
if (client.enemy == self.enemy)
|
||||
return FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
client = checkclient ();
|
||||
if (!client)
|
||||
return FALSE; // current check entity isn't in PVS
|
||||
}
|
||||
|
||||
if (client == self.enemy)
|
||||
return FALSE;
|
||||
|
||||
if (client.flags & FL_NOTARGET)
|
||||
return FALSE;
|
||||
if (client.items & IT_INVISIBILITY)
|
||||
return FALSE;
|
||||
|
||||
r = range (client);
|
||||
if (r == RANGE_FAR)
|
||||
return FALSE;
|
||||
|
||||
if (!visible (client))
|
||||
return FALSE;
|
||||
|
||||
if (r == RANGE_NEAR)
|
||||
{
|
||||
if (client.show_hostile < time && !infront (client))
|
||||
return FALSE;
|
||||
}
|
||||
else if (r == RANGE_MID)
|
||||
{
|
||||
if ( /* client.show_hostile < time || */ !infront (client))
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//
|
||||
// got one
|
||||
//
|
||||
self.enemy = client;
|
||||
if (self.enemy.classname != "player")
|
||||
{
|
||||
self.enemy = self.enemy.enemy;
|
||||
if (self.enemy.classname != "player")
|
||||
{
|
||||
self.enemy = world;
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
FoundTarget ();
|
||||
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
void(float dist) ai_forward =
|
||||
{
|
||||
walkmove (self.angles_y, dist);
|
||||
};
|
||||
|
||||
void(float dist) ai_back =
|
||||
{
|
||||
walkmove ( (self.angles_y+180), dist);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_pain
|
||||
|
||||
stagger back a bit
|
||||
=============
|
||||
*/
|
||||
void(float dist) ai_pain =
|
||||
{
|
||||
ai_back (dist);
|
||||
/*
|
||||
local float away;
|
||||
|
||||
away = anglemod (vectoyaw (self.origin - self.enemy.origin)
|
||||
+ 180*(random()- 0.5) );
|
||||
|
||||
walkmove (away, dist);
|
||||
*/
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_painforward
|
||||
|
||||
stagger back a bit
|
||||
=============
|
||||
*/
|
||||
void(float dist) ai_painforward =
|
||||
{
|
||||
walkmove (self.ideal_yaw, dist);
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_walk
|
||||
|
||||
The monster is walking it's beat
|
||||
=============
|
||||
*/
|
||||
void(float dist) ai_walk =
|
||||
{
|
||||
movedist = dist;
|
||||
|
||||
if (self.classname == "monster_dragon")
|
||||
{
|
||||
movetogoal (dist);
|
||||
return;
|
||||
}
|
||||
// check for noticing a player
|
||||
if (FindTarget ())
|
||||
return;
|
||||
|
||||
movetogoal (dist);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_stand
|
||||
|
||||
The monster is staying in one place for a while, with slight angle turns
|
||||
=============
|
||||
*/
|
||||
void() ai_stand =
|
||||
{
|
||||
if (FindTarget ())
|
||||
return;
|
||||
|
||||
if (time > self.pausetime)
|
||||
{
|
||||
self.th_walk ();
|
||||
return;
|
||||
}
|
||||
|
||||
// change angle slightly
|
||||
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_turn
|
||||
|
||||
don't move, but turn towards ideal_yaw
|
||||
=============
|
||||
*/
|
||||
void() ai_turn =
|
||||
{
|
||||
if (FindTarget ())
|
||||
return;
|
||||
|
||||
ChangeYaw ();
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
=============
|
||||
ChooseTurn
|
||||
=============
|
||||
*/
|
||||
void(vector dest3) ChooseTurn =
|
||||
{
|
||||
local vector dir, newdir;
|
||||
|
||||
dir = self.origin - dest3;
|
||||
|
||||
newdir_x = trace_plane_normal_y;
|
||||
newdir_y = 0 - trace_plane_normal_x;
|
||||
newdir_z = 0;
|
||||
|
||||
if (dir * newdir > 0)
|
||||
{
|
||||
dir_x = 0 - trace_plane_normal_y;
|
||||
dir_y = trace_plane_normal_x;
|
||||
}
|
||||
else
|
||||
{
|
||||
dir_x = trace_plane_normal_y;
|
||||
dir_y = 0 - trace_plane_normal_x;
|
||||
}
|
||||
|
||||
dir_z = 0;
|
||||
self.ideal_yaw = vectoyaw(dir);
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
FacingIdeal
|
||||
|
||||
============
|
||||
*/
|
||||
float() FacingIdeal =
|
||||
{
|
||||
local float delta;
|
||||
|
||||
delta = anglemod(self.angles_y - self.ideal_yaw);
|
||||
if (delta > 45 && delta < 315)
|
||||
return FALSE;
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
float() WizardCheckAttack;
|
||||
float() DogCheckAttack;
|
||||
|
||||
float() CheckAnyAttack =
|
||||
{
|
||||
if (!enemy_vis)
|
||||
return 0;
|
||||
if (self.classname == "monster_army")
|
||||
return SoldierCheckAttack ();
|
||||
if (self.classname == "monster_ogre")
|
||||
return OgreCheckAttack ();
|
||||
if (self.classname == "monster_shambler")
|
||||
return ShamCheckAttack ();
|
||||
if (self.classname == "monster_demon1")
|
||||
return DemonCheckAttack ();
|
||||
if (self.classname == "monster_dog")
|
||||
return DogCheckAttack ();
|
||||
if (self.classname == "monster_wizard")
|
||||
return WizardCheckAttack ();
|
||||
return CheckAttack ();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_run_melee
|
||||
|
||||
Turn and close until within an angle to launch a melee attack
|
||||
=============
|
||||
*/
|
||||
void() ai_run_melee =
|
||||
{
|
||||
self.ideal_yaw = enemy_yaw;
|
||||
ChangeYaw ();
|
||||
|
||||
if (FacingIdeal())
|
||||
{
|
||||
self.th_melee ();
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_run_missile
|
||||
|
||||
Turn in place until within an angle to launch a missile attack
|
||||
=============
|
||||
*/
|
||||
void() ai_run_missile =
|
||||
{
|
||||
self.ideal_yaw = enemy_yaw;
|
||||
ChangeYaw ();
|
||||
if (FacingIdeal())
|
||||
{
|
||||
self.th_missile ();
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_run_slide
|
||||
|
||||
Strafe sideways, but stay at aproximately the same range
|
||||
=============
|
||||
*/
|
||||
void() ai_run_slide =
|
||||
{
|
||||
local float ofs;
|
||||
|
||||
self.ideal_yaw = enemy_yaw;
|
||||
ChangeYaw ();
|
||||
if (self.lefty)
|
||||
ofs = 90;
|
||||
else
|
||||
ofs = -90;
|
||||
|
||||
if (walkmove (self.ideal_yaw + ofs, movedist))
|
||||
return;
|
||||
|
||||
self.lefty = 1 - self.lefty;
|
||||
|
||||
walkmove (self.ideal_yaw - ofs, movedist);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_run
|
||||
|
||||
The monster has an enemy it is trying to kill
|
||||
=============
|
||||
*/
|
||||
void(float dist) ai_run =
|
||||
{
|
||||
movedist = dist;
|
||||
// see if the enemy is dead
|
||||
if (self.enemy.health <= 0)
|
||||
{
|
||||
self.enemy = world;
|
||||
// FIXME: look all around for other targets
|
||||
if (self.oldenemy.health > 0)
|
||||
{
|
||||
self.enemy = self.oldenemy;
|
||||
HuntTarget ();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.movetarget)
|
||||
self.th_walk ();
|
||||
else
|
||||
self.th_stand ();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
self.show_hostile = time + 1; // wake up other monsters
|
||||
|
||||
// check knowledge of enemy
|
||||
enemy_vis = visible(self.enemy);
|
||||
if (enemy_vis)
|
||||
self.search_time = time + 5;
|
||||
|
||||
// look for other coop players
|
||||
if (coop && self.search_time < time)
|
||||
{
|
||||
if (FindTarget ())
|
||||
return;
|
||||
}
|
||||
|
||||
enemy_infront = infront(self.enemy);
|
||||
enemy_range = range(self.enemy);
|
||||
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||||
|
||||
if (self.attack_state == AS_MISSILE)
|
||||
{
|
||||
//dprint ("ai_run_missile\n");
|
||||
ai_run_missile ();
|
||||
return;
|
||||
}
|
||||
if (self.attack_state == AS_MELEE)
|
||||
{
|
||||
//dprint ("ai_run_melee\n");
|
||||
ai_run_melee ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (CheckAnyAttack ())
|
||||
return; // beginning an attack
|
||||
|
||||
if (self.attack_state == AS_SLIDING)
|
||||
{
|
||||
ai_run_slide ();
|
||||
return;
|
||||
}
|
||||
|
||||
// head straight in
|
||||
movetogoal (dist); // done in C code...
|
||||
};
|
||||
|
385
nqw/boss.qc
Normal file
385
nqw/boss.qc
Normal file
|
@ -0,0 +1,385 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
BOSS-ONE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
$cd id1/models/boss1
|
||||
$origin 0 0 -15
|
||||
$base base
|
||||
$skin skin
|
||||
$scale 5
|
||||
|
||||
$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10
|
||||
$frame rise11 rise12 rise13 rise14 rise15 rise16 rise17
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
|
||||
$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15
|
||||
$frame walk16 walk17 walk18 walk19 walk20 walk21 walk22
|
||||
$frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
|
||||
|
||||
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
|
||||
$frame attack9 attack10 attack11 attack12 attack13 attack14 attack15
|
||||
$frame attack16 attack17 attack18 attack19 attack20 attack21 attack22
|
||||
$frame attack23
|
||||
|
||||
$frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8
|
||||
$frame shocka9 shocka10
|
||||
|
||||
$frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6
|
||||
|
||||
$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
|
||||
$frame shockc9 shockc10
|
||||
|
||||
|
||||
void(vector p) boss_missile;
|
||||
|
||||
void() boss_face =
|
||||
{
|
||||
|
||||
// go for another player if multi player
|
||||
if (self.enemy.health <= 0 || random() < 0.02)
|
||||
{
|
||||
self.enemy = find(self.enemy, classname, "player");
|
||||
if (!self.enemy)
|
||||
self.enemy = find(self.enemy, classname, "player");
|
||||
}
|
||||
ai_face();
|
||||
};
|
||||
|
||||
void() boss_rise1 =[ $rise1, boss_rise2 ] {
|
||||
sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() boss_rise2 =[ $rise2, boss_rise3 ] {
|
||||
sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() boss_rise3 =[ $rise3, boss_rise4 ] {};
|
||||
void() boss_rise4 =[ $rise4, boss_rise5 ] {};
|
||||
void() boss_rise5 =[ $rise5, boss_rise6 ] {};
|
||||
void() boss_rise6 =[ $rise6, boss_rise7 ] {};
|
||||
void() boss_rise7 =[ $rise7, boss_rise8 ] {};
|
||||
void() boss_rise8 =[ $rise8, boss_rise9 ] {};
|
||||
void() boss_rise9 =[ $rise9, boss_rise10 ] {};
|
||||
void() boss_rise10 =[ $rise10, boss_rise11 ] {};
|
||||
void() boss_rise11 =[ $rise11, boss_rise12 ] {};
|
||||
void() boss_rise12 =[ $rise12, boss_rise13 ] {};
|
||||
void() boss_rise13 =[ $rise13, boss_rise14 ] {};
|
||||
void() boss_rise14 =[ $rise14, boss_rise15 ] {};
|
||||
void() boss_rise15 =[ $rise15, boss_rise16 ] {};
|
||||
void() boss_rise16 =[ $rise16, boss_rise17 ] {};
|
||||
void() boss_rise17 =[ $rise17, boss_missile1 ] {};
|
||||
|
||||
void() boss_idle1 =[ $walk1, boss_idle2 ]
|
||||
{
|
||||
// look for other players
|
||||
};
|
||||
void() boss_idle2 =[ $walk2, boss_idle3 ] {boss_face();};
|
||||
void() boss_idle3 =[ $walk3, boss_idle4 ] {boss_face();};
|
||||
void() boss_idle4 =[ $walk4, boss_idle5 ] {boss_face();};
|
||||
void() boss_idle5 =[ $walk5, boss_idle6 ] {boss_face();};
|
||||
void() boss_idle6 =[ $walk6, boss_idle7 ] {boss_face();};
|
||||
void() boss_idle7 =[ $walk7, boss_idle8 ] {boss_face();};
|
||||
void() boss_idle8 =[ $walk8, boss_idle9 ] {boss_face();};
|
||||
void() boss_idle9 =[ $walk9, boss_idle10 ] {boss_face();};
|
||||
void() boss_idle10 =[ $walk10, boss_idle11 ] {boss_face();};
|
||||
void() boss_idle11 =[ $walk11, boss_idle12 ] {boss_face();};
|
||||
void() boss_idle12 =[ $walk12, boss_idle13 ] {boss_face();};
|
||||
void() boss_idle13 =[ $walk13, boss_idle14 ] {boss_face();};
|
||||
void() boss_idle14 =[ $walk14, boss_idle15 ] {boss_face();};
|
||||
void() boss_idle15 =[ $walk15, boss_idle16 ] {boss_face();};
|
||||
void() boss_idle16 =[ $walk16, boss_idle17 ] {boss_face();};
|
||||
void() boss_idle17 =[ $walk17, boss_idle18 ] {boss_face();};
|
||||
void() boss_idle18 =[ $walk18, boss_idle19 ] {boss_face();};
|
||||
void() boss_idle19 =[ $walk19, boss_idle20 ] {boss_face();};
|
||||
void() boss_idle20 =[ $walk20, boss_idle21 ] {boss_face();};
|
||||
void() boss_idle21 =[ $walk21, boss_idle22 ] {boss_face();};
|
||||
void() boss_idle22 =[ $walk22, boss_idle23 ] {boss_face();};
|
||||
void() boss_idle23 =[ $walk23, boss_idle24 ] {boss_face();};
|
||||
void() boss_idle24 =[ $walk24, boss_idle25 ] {boss_face();};
|
||||
void() boss_idle25 =[ $walk25, boss_idle26 ] {boss_face();};
|
||||
void() boss_idle26 =[ $walk26, boss_idle27 ] {boss_face();};
|
||||
void() boss_idle27 =[ $walk27, boss_idle28 ] {boss_face();};
|
||||
void() boss_idle28 =[ $walk28, boss_idle29 ] {boss_face();};
|
||||
void() boss_idle29 =[ $walk29, boss_idle30 ] {boss_face();};
|
||||
void() boss_idle30 =[ $walk30, boss_idle31 ] {boss_face();};
|
||||
void() boss_idle31 =[ $walk31, boss_idle1 ] {boss_face();};
|
||||
|
||||
void() boss_missile1 =[ $attack1, boss_missile2 ] {boss_face();};
|
||||
void() boss_missile2 =[ $attack2, boss_missile3 ] {boss_face();};
|
||||
void() boss_missile3 =[ $attack3, boss_missile4 ] {boss_face();};
|
||||
void() boss_missile4 =[ $attack4, boss_missile5 ] {boss_face();};
|
||||
void() boss_missile5 =[ $attack5, boss_missile6 ] {boss_face();};
|
||||
void() boss_missile6 =[ $attack6, boss_missile7 ] {boss_face();};
|
||||
void() boss_missile7 =[ $attack7, boss_missile8 ] {boss_face();};
|
||||
void() boss_missile8 =[ $attack8, boss_missile9 ] {boss_face();};
|
||||
void() boss_missile9 =[ $attack9, boss_missile10 ] {boss_missile('100 100 200');};
|
||||
void() boss_missile10 =[ $attack10, boss_missile11 ] {boss_face();};
|
||||
void() boss_missile11 =[ $attack11, boss_missile12 ] {boss_face();};
|
||||
void() boss_missile12 =[ $attack12, boss_missile13 ] {boss_face();};
|
||||
void() boss_missile13 =[ $attack13, boss_missile14 ] {boss_face();};
|
||||
void() boss_missile14 =[ $attack14, boss_missile15 ] {boss_face();};
|
||||
void() boss_missile15 =[ $attack15, boss_missile16 ] {boss_face();};
|
||||
void() boss_missile16 =[ $attack16, boss_missile17 ] {boss_face();};
|
||||
void() boss_missile17 =[ $attack17, boss_missile18 ] {boss_face();};
|
||||
void() boss_missile18 =[ $attack18, boss_missile19 ] {boss_face();};
|
||||
void() boss_missile19 =[ $attack19, boss_missile20 ] {boss_face();};
|
||||
void() boss_missile20 =[ $attack20, boss_missile21 ] {boss_missile('100 -100 200');};
|
||||
void() boss_missile21 =[ $attack21, boss_missile22 ] {boss_face();};
|
||||
void() boss_missile22 =[ $attack22, boss_missile23 ] {boss_face();};
|
||||
void() boss_missile23 =[ $attack23, boss_missile1 ] {boss_face();};
|
||||
|
||||
void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {};
|
||||
void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {};
|
||||
void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {};
|
||||
void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {};
|
||||
void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {};
|
||||
void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {};
|
||||
void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {};
|
||||
void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {};
|
||||
void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {};
|
||||
void() boss_shocka10 =[ $shocka10, boss_missile1 ] {};
|
||||
|
||||
void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {};
|
||||
void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {};
|
||||
void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {};
|
||||
void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {};
|
||||
void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {};
|
||||
void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {};
|
||||
void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {};
|
||||
void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {};
|
||||
void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {};
|
||||
void() boss_shockb10 =[ $shockb4, boss_missile1 ] {};
|
||||
|
||||
void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {};
|
||||
void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {};
|
||||
void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {};
|
||||
void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {};
|
||||
void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {};
|
||||
void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {};
|
||||
void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {};
|
||||
void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {};
|
||||
void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {};
|
||||
void() boss_shockc10 =[ $shockc10, boss_death1 ] {};
|
||||
|
||||
void() boss_death1 = [$death1, boss_death2] {
|
||||
sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() boss_death2 = [$death2, boss_death3] {};
|
||||
void() boss_death3 = [$death3, boss_death4] {};
|
||||
void() boss_death4 = [$death4, boss_death5] {};
|
||||
void() boss_death5 = [$death5, boss_death6] {};
|
||||
void() boss_death6 = [$death6, boss_death7] {};
|
||||
void() boss_death7 = [$death7, boss_death8] {};
|
||||
void() boss_death8 = [$death8, boss_death9] {};
|
||||
void() boss_death9 = [$death9, boss_death10]
|
||||
{
|
||||
sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||||
};
|
||||
|
||||
void() boss_death10 = [$death9, boss_death10]
|
||||
{
|
||||
killed_monsters = killed_monsters + 1;
|
||||
WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast
|
||||
SUB_UseTargets ();
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void(vector p) boss_missile =
|
||||
{
|
||||
local vector offang;
|
||||
local vector org, vec, d;
|
||||
local float t;
|
||||
|
||||
offang = vectoangles (self.enemy.origin - self.origin);
|
||||
makevectors (offang);
|
||||
|
||||
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
|
||||
|
||||
// lead the player on hard mode
|
||||
if (skill > 1)
|
||||
{
|
||||
t = vlen(self.enemy.origin - org) / 300;
|
||||
vec = self.enemy.velocity;
|
||||
vec_z = 0;
|
||||
d = self.enemy.origin + t * vec;
|
||||
}
|
||||
else
|
||||
{
|
||||
d = self.enemy.origin;
|
||||
}
|
||||
|
||||
vec = normalize (d - org);
|
||||
|
||||
launch_spike (org, vec);
|
||||
setmodel (newmis, "progs/lavaball.mdl");
|
||||
newmis.avelocity = '200 100 300';
|
||||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||||
newmis.velocity = vec*300;
|
||||
newmis.touch = T_MissileTouch; // rocket explosion
|
||||
sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
|
||||
|
||||
// check for dead enemy
|
||||
if (self.enemy.health <= 0)
|
||||
boss_idle1 ();
|
||||
};
|
||||
|
||||
|
||||
void() boss_awake =
|
||||
{
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
self.takedamage = DAMAGE_NO;
|
||||
|
||||
setmodel (self, "progs/boss.mdl");
|
||||
setsize (self, '-128 -128 -24', '128 128 256');
|
||||
|
||||
if (skill == 0)
|
||||
self.health = 1;
|
||||
else
|
||||
self.health = 3;
|
||||
|
||||
self.enemy = activator;
|
||||
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||||
|
||||
self.yaw_speed = 20;
|
||||
boss_rise1 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
|
||||
*/
|
||||
void() monster_boss =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/boss.mdl");
|
||||
precache_model ("progs/lavaball.mdl");
|
||||
|
||||
precache_sound ("weapons/rocket1i.wav");
|
||||
precache_sound ("boss1/out1.wav");
|
||||
precache_sound ("boss1/sight1.wav");
|
||||
precache_sound ("misc/power.wav");
|
||||
precache_sound ("boss1/throw.wav");
|
||||
precache_sound ("boss1/pain.wav");
|
||||
precache_sound ("boss1/death.wav");
|
||||
|
||||
total_monsters = total_monsters + 1;
|
||||
|
||||
self.use = boss_awake;
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
entity le1, le2;
|
||||
float lightning_end;
|
||||
|
||||
void() lightning_fire =
|
||||
{
|
||||
local vector p1, p2;
|
||||
|
||||
if (time >= lightning_end)
|
||||
{ // done here, put the terminals back up
|
||||
self = le1;
|
||||
door_go_down ();
|
||||
self = le2;
|
||||
door_go_down ();
|
||||
return;
|
||||
}
|
||||
|
||||
p1 = (le1.mins + le1.maxs) * 0.5;
|
||||
p1_z = le1.absmin_z - 16;
|
||||
|
||||
p2 = (le2.mins + le2.maxs) * 0.5;
|
||||
p2_z = le2.absmin_z - 16;
|
||||
|
||||
// compensate for length of bolt
|
||||
p2 = p2 - normalize(p2-p1)*100;
|
||||
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = lightning_fire;
|
||||
|
||||
WriteByte (MSG_ALL, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_ALL, TE_LIGHTNING3);
|
||||
WriteEntity (MSG_ALL, world);
|
||||
WriteCoord (MSG_ALL, p1_x);
|
||||
WriteCoord (MSG_ALL, p1_y);
|
||||
WriteCoord (MSG_ALL, p1_z);
|
||||
WriteCoord (MSG_ALL, p2_x);
|
||||
WriteCoord (MSG_ALL, p2_y);
|
||||
WriteCoord (MSG_ALL, p2_z);
|
||||
};
|
||||
|
||||
void() lightning_use =
|
||||
{
|
||||
if (lightning_end >= time + 1)
|
||||
return;
|
||||
|
||||
le1 = find( world, target, "lightning");
|
||||
le2 = find( le1, target, "lightning");
|
||||
if (!le1 || !le2)
|
||||
{
|
||||
dprint ("missing lightning targets\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (
|
||||
(le1.state != STATE_TOP && le1.state != STATE_BOTTOM)
|
||||
|| (le2.state != STATE_TOP && le2.state != STATE_BOTTOM)
|
||||
|| (le1.state != le2.state) )
|
||||
{
|
||||
// dprint ("not aligned\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// don't let the electrodes go back up until the bolt is done
|
||||
le1.nextthink = -1;
|
||||
le2.nextthink = -1;
|
||||
lightning_end = time + 1;
|
||||
|
||||
sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM);
|
||||
lightning_fire ();
|
||||
|
||||
// advance the boss pain if down
|
||||
self = find (world, classname, "monster_boss");
|
||||
if (!self)
|
||||
return;
|
||||
self.enemy = activator;
|
||||
if (le1.state == STATE_TOP && self.health > 0)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM);
|
||||
self.health = self.health - 1;
|
||||
if (self.health >= 2)
|
||||
boss_shocka1();
|
||||
else if (self.health == 1)
|
||||
boss_shockb1();
|
||||
else if (self.health == 0)
|
||||
boss_shockc1();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
|
||||
Just for boss level.
|
||||
*/
|
||||
void() event_lightning =
|
||||
{
|
||||
self.use = lightning_use;
|
||||
};
|
||||
|
||||
|
139
nqw/buttons.qc
Normal file
139
nqw/buttons.qc
Normal file
|
@ -0,0 +1,139 @@
|
|||
// button and multiple button
|
||||
|
||||
void() button_wait;
|
||||
void() button_return;
|
||||
|
||||
void() button_wait =
|
||||
{
|
||||
self.state = STATE_TOP;
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
self.think = button_return;
|
||||
activator = self.enemy;
|
||||
SUB_UseTargets();
|
||||
self.frame = 1; // use alternate textures
|
||||
};
|
||||
|
||||
void() button_done =
|
||||
{
|
||||
self.state = STATE_BOTTOM;
|
||||
};
|
||||
|
||||
void() button_return =
|
||||
{
|
||||
self.state = STATE_DOWN;
|
||||
SUB_CalcMove (self.pos1, self.speed, button_done);
|
||||
self.frame = 0; // use normal textures
|
||||
if (self.health)
|
||||
self.takedamage = DAMAGE_YES; // can be shot again
|
||||
};
|
||||
|
||||
|
||||
void() button_blocked =
|
||||
{ // do nothing, just don't ome all the way back out
|
||||
};
|
||||
|
||||
|
||||
void() button_fire =
|
||||
{
|
||||
if (self.state == STATE_UP || self.state == STATE_TOP)
|
||||
return;
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
|
||||
self.state = STATE_UP;
|
||||
SUB_CalcMove (self.pos2, self.speed, button_wait);
|
||||
};
|
||||
|
||||
|
||||
void() button_use =
|
||||
{
|
||||
self.enemy = activator;
|
||||
button_fire ();
|
||||
};
|
||||
|
||||
void() button_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
self.enemy = other;
|
||||
button_fire ();
|
||||
};
|
||||
|
||||
void() button_killed =
|
||||
{
|
||||
self.enemy = damage_attacker;
|
||||
self.health = self.max_health;
|
||||
self.takedamage = DAMAGE_NO; // wil be reset upon return
|
||||
button_fire ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_button (0 .5 .8) ?
|
||||
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
|
||||
|
||||
"angle" determines the opening direction
|
||||
"target" all entities with a matching targetname will be used
|
||||
"speed" override the default 40 speed
|
||||
"wait" override the default 1 second wait (-1 = never return)
|
||||
"lip" override the default 4 pixel lip remaining at end of move
|
||||
"health" if set, the button must be killed instead of touched
|
||||
"sounds"
|
||||
0) steam metal
|
||||
1) wooden clunk
|
||||
2) metallic click
|
||||
3) in-out
|
||||
*/
|
||||
void() func_button =
|
||||
{
|
||||
if (self.sounds == 0)
|
||||
{
|
||||
precache_sound ("buttons/airbut1.wav");
|
||||
self.noise = "buttons/airbut1.wav";
|
||||
}
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("buttons/switch21.wav");
|
||||
self.noise = "buttons/switch21.wav";
|
||||
}
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("buttons/switch02.wav");
|
||||
self.noise = "buttons/switch02.wav";
|
||||
}
|
||||
if (self.sounds == 3)
|
||||
{
|
||||
precache_sound ("buttons/switch04.wav");
|
||||
self.noise = "buttons/switch04.wav";
|
||||
}
|
||||
|
||||
SetMovedir ();
|
||||
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
self.solid = SOLID_BSP;
|
||||
setmodel (self, self.model);
|
||||
|
||||
self.blocked = button_blocked;
|
||||
self.use = button_use;
|
||||
|
||||
if (self.health)
|
||||
{
|
||||
self.max_health = self.health;
|
||||
self.th_die = button_killed;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
}
|
||||
else
|
||||
self.touch = button_touch;
|
||||
|
||||
if (!self.speed)
|
||||
self.speed = 40;
|
||||
if (!self.wait)
|
||||
self.wait = 1;
|
||||
if (!self.lip)
|
||||
self.lip = 4;
|
||||
|
||||
self.state = STATE_BOTTOM;
|
||||
|
||||
self.pos1 = self.origin;
|
||||
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
|
||||
};
|
||||
|
1700
nqw/client.qc
Normal file
1700
nqw/client.qc
Normal file
File diff suppressed because it is too large
Load diff
331
nqw/combat.qc
Normal file
331
nqw/combat.qc
Normal file
|
@ -0,0 +1,331 @@
|
|||
|
||||
void() T_MissileTouch;
|
||||
void() info_player_start;
|
||||
void(entity targ, entity attacker) ClientObituary;
|
||||
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
|
||||
|
||||
void() monster_death_use;
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
============
|
||||
CanDamage
|
||||
|
||||
Returns true if the inflictor can directly damage the target. Used for
|
||||
explosions and melee attacks.
|
||||
============
|
||||
*/
|
||||
float(entity targ, entity inflictor) CanDamage =
|
||||
{
|
||||
// bmodels need special checking because their origin is 0,0,0
|
||||
if (targ.movetype == MOVETYPE_PUSH)
|
||||
{
|
||||
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
if (trace_ent == targ)
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
traceline(inflictor.origin, targ.origin, TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
|
||||
if (trace_fraction == 1)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
Killed
|
||||
============
|
||||
*/
|
||||
void(entity targ, entity attacker) Killed =
|
||||
{
|
||||
local entity oself;
|
||||
|
||||
oself = self;
|
||||
self = targ;
|
||||
|
||||
if (self.health < -99)
|
||||
self.health = -99; // don't let sbar look bad if a player
|
||||
|
||||
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
|
||||
{ // doors, triggers, etc
|
||||
self.th_die ();
|
||||
self = oself;
|
||||
return;
|
||||
}
|
||||
|
||||
self.enemy = attacker;
|
||||
|
||||
// bump the monster counter
|
||||
if (self.flags & FL_MONSTER)
|
||||
{
|
||||
killed_monsters = killed_monsters + 1;
|
||||
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
|
||||
}
|
||||
|
||||
ClientObituary(self, attacker);
|
||||
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.touch = SUB_Null;
|
||||
self.effects = 0;
|
||||
|
||||
monster_death_use();
|
||||
self.th_die ();
|
||||
|
||||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
T_Damage
|
||||
|
||||
The damage is coming from inflictor, but get mad at attacker
|
||||
This should be the only function that ever reduces health.
|
||||
============
|
||||
*/
|
||||
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
|
||||
{
|
||||
local vector dir;
|
||||
local entity oldself;
|
||||
local float save;
|
||||
local float take;
|
||||
local string attackerteam, targteam;
|
||||
|
||||
|
||||
if (!targ.takedamage)
|
||||
return;
|
||||
|
||||
// used by buttons and triggers to set activator for target firing
|
||||
damage_attacker = attacker;
|
||||
|
||||
|
||||
// check for quad damage powerup on the attacker
|
||||
if (attacker.super_damage_finished > time && inflictor.classname != "door")
|
||||
if (deathmatch == 4)
|
||||
damage = damage * 8;
|
||||
else
|
||||
damage = damage * 4;
|
||||
|
||||
// save damage based on the target's armor level
|
||||
|
||||
save = ceil(targ.armortype*damage);
|
||||
if (save >= targ.armorvalue)
|
||||
{
|
||||
save = targ.armorvalue;
|
||||
targ.armortype = 0; // lost all armor
|
||||
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
|
||||
}
|
||||
|
||||
targ.armorvalue = targ.armorvalue - save;
|
||||
take = ceil(damage-save);
|
||||
|
||||
// add to the damage total for clients, which will be sent as a single
|
||||
// message at the end of the frame
|
||||
// FIXME: remove after combining shotgun blasts?
|
||||
if (targ.flags & FL_CLIENT)
|
||||
{
|
||||
targ.dmg_take = targ.dmg_take + take;
|
||||
targ.dmg_save = targ.dmg_save + save;
|
||||
targ.dmg_inflictor = inflictor;
|
||||
}
|
||||
|
||||
damage_inflictor = inflictor;
|
||||
|
||||
|
||||
// figure momentum add
|
||||
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
|
||||
{
|
||||
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
|
||||
dir = normalize(dir);
|
||||
// Set kickback for smaller weapons
|
||||
//Zoid -- use normal NQ kickback
|
||||
// // Read: only if it's not yourself doing the damage
|
||||
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
|
||||
// targ.velocity = targ.velocity + dir * damage * 11;
|
||||
// else
|
||||
// Otherwise, these rules apply to rockets and grenades
|
||||
// for blast velocity
|
||||
targ.velocity = targ.velocity + dir * damage * 8;
|
||||
|
||||
// Rocket Jump modifiers
|
||||
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
|
||||
targ.velocity = targ.velocity + dir * damage * rj;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// check for godmode or invincibility
|
||||
if (targ.flags & FL_GODMODE)
|
||||
return;
|
||||
if (targ.invincible_finished >= time)
|
||||
{
|
||||
if (self.invincible_sound < time)
|
||||
{
|
||||
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
|
||||
self.invincible_sound = time + 2;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// team play damage avoidance
|
||||
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
|
||||
attackerteam = infokey(attacker, "team");
|
||||
targteam = infokey(targ, "team");
|
||||
|
||||
if ((teamplay == 1) && (targteam == attackerteam) &&
|
||||
(attacker.classname == "player") && (attackerteam != "") &&
|
||||
inflictor.classname !="door")
|
||||
return;
|
||||
|
||||
if ((teamplay == 3) && (targteam == attackerteam) &&
|
||||
(attacker.classname == "player") && (attackerteam != "") &&
|
||||
(targ != attacker)&& inflictor.classname !="door")
|
||||
return;
|
||||
|
||||
// do the damage
|
||||
targ.health = targ.health - take;
|
||||
|
||||
if (targ.health <= 0)
|
||||
{
|
||||
Killed (targ, attacker);
|
||||
return;
|
||||
}
|
||||
|
||||
// react to the damage
|
||||
oldself = self;
|
||||
self = targ;
|
||||
|
||||
if ( (self.flags & FL_MONSTER) && attacker != world)
|
||||
{
|
||||
// get mad unless of the same class (except for soldiers)
|
||||
if (self != attacker && attacker != self.enemy)
|
||||
{
|
||||
if ( (self.classname != attacker.classname)
|
||||
|| (self.classname == "monster_army" ) )
|
||||
{
|
||||
if (self.enemy.classname == "player")
|
||||
self.oldenemy = self.enemy;
|
||||
self.enemy = attacker;
|
||||
FoundTarget ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (self.th_pain)
|
||||
{
|
||||
self.th_pain (attacker, take);
|
||||
// nightmare mode monsters don't go into pain frames often
|
||||
if (skill == 3)
|
||||
self.pain_finished = time + 5;
|
||||
}
|
||||
|
||||
self = oldself;
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
T_RadiusDamage
|
||||
============
|
||||
*/
|
||||
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
|
||||
{
|
||||
local float points;
|
||||
local entity head;
|
||||
local vector org;
|
||||
|
||||
head = findradius(inflictor.origin, damage+40);
|
||||
|
||||
while (head)
|
||||
{
|
||||
//bprint (PRINT_HIGH, head.classname);
|
||||
//bprint (PRINT_HIGH, " | ");
|
||||
//bprint (PRINT_HIGH, head.netname);
|
||||
//bprint (PRINT_HIGH, "\n");
|
||||
|
||||
if (head != ignore)
|
||||
{
|
||||
if (head.takedamage)
|
||||
{
|
||||
org = head.origin + (head.mins + head.maxs)*0.5;
|
||||
points = 0.5*vlen (inflictor.origin - org);
|
||||
if (points < 0)
|
||||
points = 0;
|
||||
points = damage - points;
|
||||
|
||||
if (head == attacker)
|
||||
points = points * 0.5;
|
||||
if (points > 0)
|
||||
{
|
||||
if (CanDamage (head, inflictor))
|
||||
{
|
||||
head.deathtype = dtype;
|
||||
// shambler takes half damage from all explosions
|
||||
if (head.classname == "monster_shambler")
|
||||
T_Damage (head, inflictor, attacker, points*0.5);
|
||||
else
|
||||
T_Damage (head, inflictor, attacker, points);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
head = head.chain;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
T_BeamDamage
|
||||
============
|
||||
*/
|
||||
void(entity attacker, float damage) T_BeamDamage =
|
||||
{
|
||||
local float points;
|
||||
local entity head;
|
||||
|
||||
head = findradius(attacker.origin, damage+40);
|
||||
|
||||
while (head)
|
||||
{
|
||||
if (head.takedamage)
|
||||
{
|
||||
points = 0.5*vlen (attacker.origin - head.origin);
|
||||
if (points < 0)
|
||||
points = 0;
|
||||
points = damage - points;
|
||||
if (head == attacker)
|
||||
points = points * 0.5;
|
||||
if (points > 0)
|
||||
{
|
||||
if (CanDamage (head, attacker))
|
||||
{
|
||||
if (head.classname == "monster_shambler")
|
||||
T_Damage (head, attacker, attacker, points*0.5);
|
||||
else
|
||||
T_Damage (head, attacker, attacker, points);
|
||||
}
|
||||
}
|
||||
}
|
||||
head = head.chain;
|
||||
}
|
||||
};
|
||||
|
731
nqw/defs.qc
Normal file
731
nqw/defs.qc
Normal file
|
@ -0,0 +1,731 @@
|
|||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
SOURCE FOR GLOBALVARS_T C STRUCTURE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
//
|
||||
// system globals
|
||||
//
|
||||
entity self;
|
||||
entity other;
|
||||
entity world;
|
||||
float time;
|
||||
float frametime;
|
||||
|
||||
entity newmis; // if this is set, the entity that just
|
||||
// run created a new missile that should
|
||||
// be simulated immediately
|
||||
|
||||
|
||||
float force_retouch; // force all entities to touch triggers
|
||||
// next frame. this is needed because
|
||||
// non-moving things don't normally scan
|
||||
// for triggers, and when a trigger is
|
||||
// created (like a teleport trigger), it
|
||||
// needs to catch everything.
|
||||
// decremented each frame, so set to 2
|
||||
// to guarantee everything is touched
|
||||
string mapname;
|
||||
|
||||
float serverflags; // propagated from level to level, used to
|
||||
// keep track of completed episodes
|
||||
|
||||
float total_secrets;
|
||||
float total_monsters;
|
||||
|
||||
float found_secrets; // number of secrets found
|
||||
float killed_monsters; // number of monsters killed
|
||||
|
||||
|
||||
// spawnparms are used to encode information about clients across server
|
||||
// level changes
|
||||
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
|
||||
|
||||
//
|
||||
// global variables set by built in functions
|
||||
//
|
||||
vector v_forward, v_up, v_right; // set by makevectors()
|
||||
|
||||
// set by traceline / tracebox
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
float trace_fraction;
|
||||
vector trace_endpos;
|
||||
vector trace_plane_normal;
|
||||
float trace_plane_dist;
|
||||
entity trace_ent;
|
||||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
|
||||
entity msg_entity; // destination of single entity writes
|
||||
|
||||
//
|
||||
// required prog functions
|
||||
//
|
||||
void() main; // only for testing
|
||||
|
||||
void() StartFrame;
|
||||
|
||||
void() PlayerPreThink;
|
||||
void() PlayerPostThink;
|
||||
|
||||
void() ClientKill;
|
||||
void() ClientConnect;
|
||||
void() PutClientInServer; // call after setting the parm1... parms
|
||||
void() ClientDisconnect;
|
||||
|
||||
void() SetNewParms; // called when a client first connects to
|
||||
// a server. sets parms so they can be
|
||||
// saved off for restarts
|
||||
|
||||
void() SetChangeParms; // call to set parms for self so they can
|
||||
// be saved for a level transition
|
||||
|
||||
|
||||
//================================================
|
||||
void end_sys_globals; // flag for structure dumping
|
||||
//================================================
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
SOURCE FOR ENTVARS_T C STRUCTURE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
//
|
||||
// system fields (*** = do not set in prog code, maintained by C code)
|
||||
//
|
||||
.float modelindex; // *** model index in the precached list
|
||||
.vector absmin, absmax; // *** origin + mins / maxs
|
||||
|
||||
.float ltime; // local time for entity
|
||||
.float lastruntime; // *** to allow entities to run out of sequence
|
||||
|
||||
.float movetype;
|
||||
.float solid;
|
||||
|
||||
.vector origin; // ***
|
||||
.vector oldorigin; // ***
|
||||
.vector velocity;
|
||||
.vector angles;
|
||||
.vector avelocity;
|
||||
|
||||
.string classname; // spawn function
|
||||
.string model;
|
||||
.float frame;
|
||||
.float skin;
|
||||
.float effects;
|
||||
|
||||
.vector mins, maxs; // bounding box extents reletive to origin
|
||||
.vector size; // maxs - mins
|
||||
|
||||
.void() touch;
|
||||
.void() use;
|
||||
.void() think;
|
||||
.void() blocked; // for doors or plats, called when can't push other
|
||||
|
||||
.float nextthink;
|
||||
.entity groundentity;
|
||||
|
||||
|
||||
|
||||
// stats
|
||||
.float health;
|
||||
.float frags;
|
||||
.float weapon; // one of the IT_SHOTGUN, etc flags
|
||||
.string weaponmodel;
|
||||
.float weaponframe;
|
||||
.float currentammo;
|
||||
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
|
||||
|
||||
.float items; // bit flags
|
||||
|
||||
.float takedamage;
|
||||
.entity chain;
|
||||
.float deadflag;
|
||||
|
||||
.vector view_ofs; // add to origin to get eye point
|
||||
|
||||
|
||||
.float button0; // fire
|
||||
.float button1; // use
|
||||
.float button2; // jump
|
||||
|
||||
.float impulse; // weapon changes
|
||||
|
||||
.float fixangle;
|
||||
.vector v_angle; // view / targeting angle for players
|
||||
|
||||
.string netname;
|
||||
|
||||
.entity enemy;
|
||||
|
||||
.float flags;
|
||||
|
||||
.float colormap;
|
||||
.float team;
|
||||
|
||||
.float max_health; // players maximum health is stored here
|
||||
|
||||
.float teleport_time; // don't back up
|
||||
|
||||
.float armortype; // save this fraction of incoming damage
|
||||
.float armorvalue;
|
||||
|
||||
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
|
||||
.float watertype; // a contents value
|
||||
|
||||
.float ideal_yaw;
|
||||
.float yaw_speed;
|
||||
|
||||
.entity aiment;
|
||||
|
||||
.entity goalentity; // a movetarget or an enemy
|
||||
|
||||
.float spawnflags;
|
||||
|
||||
.string target;
|
||||
.string targetname;
|
||||
|
||||
// damage is accumulated through a frame. and sent as one single
|
||||
// message, so the super shotgun doesn't generate huge messages
|
||||
.float dmg_take;
|
||||
.float dmg_save;
|
||||
.entity dmg_inflictor;
|
||||
|
||||
.entity owner; // who launched a missile
|
||||
.vector movedir; // mostly for doors, but also used for waterjump
|
||||
|
||||
.string message; // trigger messages
|
||||
|
||||
.float sounds; // either a cd track number or sound number
|
||||
|
||||
.string noise, noise1, noise2, noise3; // contains names of wavs to play
|
||||
|
||||
//================================================
|
||||
void end_sys_fields; // flag for structure dumping
|
||||
//================================================
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
VARS NOT REFERENCED BY C CODE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
//
|
||||
// constants
|
||||
//
|
||||
|
||||
float FALSE = 0;
|
||||
float TRUE = 1;
|
||||
|
||||
// edict.flags
|
||||
float FL_FLY = 1;
|
||||
float FL_SWIM = 2;
|
||||
float FL_CLIENT = 8; // set for all client edicts
|
||||
float FL_INWATER = 16; // for enter / leave water splash
|
||||
float FL_MONSTER = 32;
|
||||
float FL_GODMODE = 64; // player cheat
|
||||
float FL_NOTARGET = 128; // player cheat
|
||||
float FL_ITEM = 256; // extra wide size for bonus items
|
||||
float FL_ONGROUND = 512; // standing on something
|
||||
float FL_PARTIALGROUND = 1024; // not all corners are valid
|
||||
float FL_WATERJUMP = 2048; // player jumping out of water
|
||||
float FL_JUMPRELEASED = 4096; // for jump debouncing
|
||||
|
||||
// edict.movetype values
|
||||
float MOVETYPE_NONE = 0; // never moves
|
||||
//float MOVETYPE_ANGLENOCLIP = 1;
|
||||
//float MOVETYPE_ANGLECLIP = 2;
|
||||
float MOVETYPE_WALK = 3; // players only
|
||||
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
|
||||
float MOVETYPE_FLY = 5;
|
||||
float MOVETYPE_TOSS = 6; // gravity
|
||||
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
|
||||
float MOVETYPE_NOCLIP = 8;
|
||||
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
|
||||
float MOVETYPE_BOUNCE = 10;
|
||||
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
|
||||
|
||||
// edict.solid values
|
||||
float SOLID_NOT = 0; // no interaction with other objects
|
||||
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
|
||||
float SOLID_BBOX = 2; // touch on edge, block
|
||||
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
|
||||
float SOLID_BSP = 4; // bsp clip, touch on edge, block
|
||||
|
||||
// range values
|
||||
float RANGE_MELEE = 0;
|
||||
float RANGE_NEAR = 1;
|
||||
float RANGE_MID = 2;
|
||||
float RANGE_FAR = 3;
|
||||
|
||||
// deadflag values
|
||||
|
||||
float DEAD_NO = 0;
|
||||
float DEAD_DYING = 1;
|
||||
float DEAD_DEAD = 2;
|
||||
float DEAD_RESPAWNABLE = 3;
|
||||
|
||||
// takedamage values
|
||||
|
||||
float DAMAGE_NO = 0;
|
||||
float DAMAGE_YES = 1;
|
||||
float DAMAGE_AIM = 2;
|
||||
|
||||
// items
|
||||
float IT_AXE = 4096;
|
||||
float IT_SHOTGUN = 1;
|
||||
float IT_SUPER_SHOTGUN = 2;
|
||||
float IT_NAILGUN = 4;
|
||||
float IT_SUPER_NAILGUN = 8;
|
||||
float IT_GRENADE_LAUNCHER = 16;
|
||||
float IT_ROCKET_LAUNCHER = 32;
|
||||
float IT_LIGHTNING = 64;
|
||||
float IT_EXTRA_WEAPON = 128;
|
||||
|
||||
float IT_SHELLS = 256;
|
||||
float IT_NAILS = 512;
|
||||
float IT_ROCKETS = 1024;
|
||||
float IT_CELLS = 2048;
|
||||
|
||||
float IT_ARMOR1 = 8192;
|
||||
float IT_ARMOR2 = 16384;
|
||||
float IT_ARMOR3 = 32768;
|
||||
float IT_SUPERHEALTH = 65536;
|
||||
|
||||
float IT_KEY1 = 131072;
|
||||
float IT_KEY2 = 262144;
|
||||
|
||||
float IT_INVISIBILITY = 524288;
|
||||
float IT_INVULNERABILITY = 1048576;
|
||||
float IT_SUIT = 2097152;
|
||||
float IT_QUAD = 4194304;
|
||||
|
||||
// point content values
|
||||
|
||||
float CONTENT_EMPTY = -1;
|
||||
float CONTENT_SOLID = -2;
|
||||
float CONTENT_WATER = -3;
|
||||
float CONTENT_SLIME = -4;
|
||||
float CONTENT_LAVA = -5;
|
||||
float CONTENT_SKY = -6;
|
||||
|
||||
float STATE_TOP = 0;
|
||||
float STATE_BOTTOM = 1;
|
||||
float STATE_UP = 2;
|
||||
float STATE_DOWN = 3;
|
||||
|
||||
vector VEC_ORIGIN = '0 0 0';
|
||||
vector VEC_HULL_MIN = '-16 -16 -24';
|
||||
vector VEC_HULL_MAX = '16 16 32';
|
||||
|
||||
vector VEC_HULL2_MIN = '-32 -32 -24';
|
||||
vector VEC_HULL2_MAX = '32 32 64';
|
||||
|
||||
// protocol bytes
|
||||
float SVC_TEMPENTITY = 23;
|
||||
float SVC_KILLEDMONSTER = 27;
|
||||
float SVC_FOUNDSECRET = 28;
|
||||
float SVC_INTERMISSION = 30;
|
||||
float SVC_FINALE = 31;
|
||||
float SVC_CDTRACK = 32;
|
||||
float SVC_SELLSCREEN = 33;
|
||||
float SVC_SMALLKICK = 34;
|
||||
float SVC_BIGKICK = 35;
|
||||
float SVC_MUZZLEFLASH = 39;
|
||||
|
||||
|
||||
float TE_SPIKE = 0;
|
||||
float TE_SUPERSPIKE = 1;
|
||||
float TE_GUNSHOT = 2;
|
||||
float TE_EXPLOSION = 3;
|
||||
float TE_TAREXPLOSION = 4;
|
||||
float TE_LIGHTNING1 = 5;
|
||||
float TE_LIGHTNING2 = 6;
|
||||
float TE_WIZSPIKE = 7;
|
||||
float TE_KNIGHTSPIKE = 8;
|
||||
float TE_LIGHTNING3 = 9;
|
||||
float TE_LAVASPLASH = 10;
|
||||
float TE_TELEPORT = 11;
|
||||
float TE_BLOOD = 12;
|
||||
float TE_LIGHTNINGBLOOD = 13;
|
||||
|
||||
// sound channels
|
||||
// channel 0 never willingly overrides
|
||||
// other channels (1-7) allways override a playing sound on that channel
|
||||
float CHAN_AUTO = 0;
|
||||
float CHAN_WEAPON = 1;
|
||||
float CHAN_VOICE = 2;
|
||||
float CHAN_ITEM = 3;
|
||||
float CHAN_BODY = 4;
|
||||
float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
|
||||
|
||||
float ATTN_NONE = 0;
|
||||
float ATTN_NORM = 1;
|
||||
float ATTN_IDLE = 2;
|
||||
float ATTN_STATIC = 3;
|
||||
|
||||
// update types
|
||||
|
||||
float UPDATE_GENERAL = 0;
|
||||
float UPDATE_STATIC = 1;
|
||||
float UPDATE_BINARY = 2;
|
||||
float UPDATE_TEMP = 3;
|
||||
|
||||
// entity effects
|
||||
|
||||
//float EF_BRIGHTFIELD = 1;
|
||||
//float EF_MUZZLEFLASH = 2;
|
||||
float EF_BRIGHTLIGHT = 4;
|
||||
float EF_DIMLIGHT = 8;
|
||||
float EF_FLAG1 = 16;
|
||||
float EF_FLAG2 = 32;
|
||||
// GLQuakeWorld Stuff
|
||||
float EF_BLUE = 64; // Blue Globe effect for Quad
|
||||
float EF_RED = 128; // Red Globe effect for Pentagram
|
||||
// messages
|
||||
float MSG_BROADCAST = 0; // unreliable to all
|
||||
float MSG_ONE = 1; // reliable to one (msg_entity)
|
||||
float MSG_ALL = 2; // reliable to all
|
||||
float MSG_INIT = 3; // write to the init string
|
||||
float MSG_MULTICAST = 4; // for multicast() call
|
||||
|
||||
// message levels
|
||||
float PRINT_LOW = 0; // pickup messages
|
||||
float PRINT_MEDIUM = 1; // death messages
|
||||
float PRINT_HIGH = 2; // critical messages
|
||||
float PRINT_CHAT = 3; // also goes to chat console
|
||||
|
||||
// multicast sets
|
||||
float MULTICAST_ALL = 0; // every client
|
||||
float MULTICAST_PHS = 1; // within hearing
|
||||
float MULTICAST_PVS = 2; // within sight
|
||||
float MULTICAST_ALL_R = 3; // every client, reliable
|
||||
float MULTICAST_PHS_R = 4; // within hearing, reliable
|
||||
float MULTICAST_PVS_R = 5; // within sight, reliable
|
||||
|
||||
|
||||
|
||||
|
||||
//================================================
|
||||
|
||||
//
|
||||
// globals
|
||||
//
|
||||
float movedist;
|
||||
|
||||
string string_null; // null string, nothing should be held here
|
||||
float empty_float;
|
||||
|
||||
entity activator; // the entity that activated a trigger or brush
|
||||
|
||||
entity damage_attacker; // set by T_Damage
|
||||
entity damage_inflictor;
|
||||
float framecount;
|
||||
|
||||
float coop;
|
||||
float skill;
|
||||
|
||||
//
|
||||
// cvars checked each frame
|
||||
//
|
||||
float teamplay;
|
||||
float timelimit;
|
||||
float fraglimit;
|
||||
float deathmatch;
|
||||
float rj;
|
||||
|
||||
//================================================
|
||||
|
||||
//
|
||||
// world fields (FIXME: make globals)
|
||||
//
|
||||
.string wad;
|
||||
.string map;
|
||||
.float worldtype; // 0=medieval 1=metal 2=base
|
||||
|
||||
//================================================
|
||||
|
||||
.string killtarget;
|
||||
|
||||
//
|
||||
// quakeed fields
|
||||
//
|
||||
.float light_lev; // not used by game, but parsed by light util
|
||||
.float style;
|
||||
|
||||
|
||||
//
|
||||
// monster ai
|
||||
//
|
||||
.void() th_stand;
|
||||
.void() th_walk;
|
||||
.void() th_run;
|
||||
.void() th_missile;
|
||||
.void() th_melee;
|
||||
.void(entity attacker, float damage) th_pain;
|
||||
.void() th_die;
|
||||
|
||||
.entity oldenemy; // mad at this player before taking damage
|
||||
|
||||
.float speed;
|
||||
|
||||
.integer lefty;
|
||||
|
||||
.float search_time;
|
||||
.float attack_state;
|
||||
|
||||
float AS_STRAIGHT = 1;
|
||||
float AS_SLIDING = 2;
|
||||
float AS_MELEE = 3;
|
||||
float AS_MISSILE = 4;
|
||||
|
||||
//
|
||||
// player only fields
|
||||
//
|
||||
.float voided;
|
||||
.float walkframe;
|
||||
|
||||
// Zoid Additions
|
||||
.float maxspeed; // Used to set Maxspeed on a player
|
||||
.float gravity; // Gravity Multiplier (0 to 1.0)
|
||||
|
||||
|
||||
|
||||
.float attack_finished;
|
||||
.float pain_finished;
|
||||
|
||||
.float invincible_finished;
|
||||
.float invisible_finished;
|
||||
.float super_damage_finished;
|
||||
.float radsuit_finished;
|
||||
|
||||
.float invincible_time, invincible_sound;
|
||||
.float invisible_time, invisible_sound;
|
||||
.float super_time, super_sound;
|
||||
.float rad_time;
|
||||
.float fly_sound;
|
||||
|
||||
.float axhitme;
|
||||
|
||||
.float show_hostile; // set to time+0.2 whenever a client fires a
|
||||
// weapon or takes damage. Used to alert
|
||||
// monsters that otherwise would let the player go
|
||||
.float jump_flag; // player jump flag
|
||||
.float swim_flag; // player swimming sound flag
|
||||
.float air_finished; // when time > air_finished, start drowning
|
||||
.float bubble_count; // keeps track of the number of bubbles
|
||||
.string deathtype; // keeps track of how the player died
|
||||
|
||||
//
|
||||
// object stuff
|
||||
//
|
||||
.string mdl;
|
||||
.vector mangle; // angle at start
|
||||
|
||||
.vector oldorigin; // only used by secret door
|
||||
|
||||
.float t_length, t_width;
|
||||
|
||||
|
||||
//
|
||||
// doors, etc
|
||||
//
|
||||
.vector dest, dest1, dest2;
|
||||
.float wait; // time from firing to restarting
|
||||
.float delay; // time from activation to firing
|
||||
.entity trigger_field; // door's trigger entity
|
||||
.string noise4;
|
||||
|
||||
//
|
||||
// monsters
|
||||
//
|
||||
.float pausetime;
|
||||
.entity movetarget;
|
||||
|
||||
|
||||
//
|
||||
// doors
|
||||
//
|
||||
.float aflag;
|
||||
.float dmg; // damage done by door when hit
|
||||
|
||||
//
|
||||
// misc
|
||||
//
|
||||
.float cnt; // misc flag
|
||||
|
||||
//
|
||||
// subs
|
||||
//
|
||||
.void() think1;
|
||||
.vector finaldest, finalangle;
|
||||
|
||||
//
|
||||
// triggers
|
||||
//
|
||||
.float count; // for counting triggers
|
||||
|
||||
|
||||
//
|
||||
// plats / doors / buttons
|
||||
//
|
||||
.float lip;
|
||||
.float state;
|
||||
.vector pos1, pos2; // top and bottom positions
|
||||
.float height;
|
||||
|
||||
//
|
||||
// sounds
|
||||
//
|
||||
.float waitmin, waitmax;
|
||||
.float distance;
|
||||
.float volume;
|
||||
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
|
||||
|
||||
//
|
||||
// builtin functions
|
||||
//
|
||||
|
||||
void(vector ang) makevectors = #1; // sets v_forward, etc globals
|
||||
void(entity e, vector o) setorigin = #2;
|
||||
void(entity e, string m) setmodel = #3; // set movetype and solid first
|
||||
void(entity e, vector min, vector max) setsize = #4;
|
||||
// #5 was removed
|
||||
void() Break = #6;
|
||||
float() random = #7; // returns 0 - 1
|
||||
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
|
||||
vector(vector v) normalize = #9;
|
||||
void(string e) error = #10;
|
||||
void(string e) objerror = #11;
|
||||
float(vector v) vlen = #12;
|
||||
float(vector v) vectoyaw = #13;
|
||||
entity() spawn = #14;
|
||||
void(entity e) remove = #15;
|
||||
|
||||
// sets trace_* globals
|
||||
// nomonsters can be:
|
||||
// An entity will also be ignored for testing if forent == test,
|
||||
// forent->owner == test, or test->owner == forent
|
||||
// a forent of world is ignored
|
||||
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
|
||||
|
||||
entity() checkclient = #17; // returns a client to look for
|
||||
entity(entity start, .string fld, string match) find = #18;
|
||||
string(string s) precache_sound = #19;
|
||||
string(string s) precache_model = #20;
|
||||
void(entity client, string s)stuffcmd = #21;
|
||||
entity(vector org, float rad) findradius = #22;
|
||||
void(float level, string s) bprint = #23;
|
||||
void(entity client, float level, string s) sprint = #24;
|
||||
void(string s) dprint = #25;
|
||||
string(float f) ftos = #26;
|
||||
string(vector v) vtos = #27;
|
||||
void() coredump = #28; // prints all edicts
|
||||
void() traceon = #29; // turns statment trace on
|
||||
void() traceoff = #30;
|
||||
void(entity e) eprint = #31; // prints an entire edict
|
||||
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
|
||||
// #33 was removed
|
||||
float() droptofloor= #34; // TRUE if landed on floor
|
||||
void(float style, string value) lightstyle = #35;
|
||||
float(float v) rint = #36; // round to nearest int
|
||||
float(float v) floor = #37; // largest integer <= v
|
||||
float(float v) ceil = #38; // smallest integer >= v
|
||||
// #39 was removed
|
||||
float(entity e) checkbottom = #40; // true if self is on ground
|
||||
float(vector v) pointcontents = #41; // returns a CONTENT_*
|
||||
// #42 was removed
|
||||
float(float f) fabs = #43;
|
||||
vector(entity e, float speed) aim = #44; // returns the shooting vector
|
||||
float(string s) cvar = #45; // return cvar.value
|
||||
void(string s) localcmd = #46; // put string into local que
|
||||
entity(entity e) nextent = #47; // for looping through all ents
|
||||
// #48 was removed
|
||||
void() ChangeYaw = #49; // turn towards self.ideal_yaw
|
||||
// at self.yaw_speed
|
||||
// #50 was removed
|
||||
vector(vector v) vectoangles = #51;
|
||||
|
||||
//
|
||||
// direct client message generation
|
||||
//
|
||||
void(float to, float f) WriteByte = #52;
|
||||
void(float to, float f) WriteChar = #53;
|
||||
void(float to, float f) WriteShort = #54;
|
||||
void(float to, float f) WriteLong = #55;
|
||||
void(float to, float f) WriteCoord = #56;
|
||||
void(float to, float f) WriteAngle = #57;
|
||||
void(float to, string s) WriteString = #58;
|
||||
void(float to, entity s) WriteEntity = #59;
|
||||
|
||||
// several removed
|
||||
|
||||
void(float step) movetogoal = #67;
|
||||
|
||||
string(string s) precache_file = #68; // no effect except for -copy
|
||||
void(entity e) makestatic = #69;
|
||||
void(string s) changelevel = #70;
|
||||
|
||||
//#71 was removed
|
||||
|
||||
void(string var, string val) cvar_set = #72; // sets cvar.value
|
||||
|
||||
void(entity client, string s) centerprint = #73; // sprint, but in middle
|
||||
|
||||
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
|
||||
|
||||
string(string s) precache_model2 = #75; // registered version only
|
||||
string(string s) precache_sound2 = #76; // registered version only
|
||||
string(string s) precache_file2 = #77; // registered version only
|
||||
|
||||
void(entity e) setspawnparms = #78; // set parm1... to the
|
||||
// values at level start
|
||||
// for coop respawn
|
||||
void(entity killer, entity killee) logfrag = #79; // add to stats
|
||||
|
||||
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
|
||||
float(string s) stof = #81; // convert string to float
|
||||
void(vector where, float set) multicast = #82; // sends the temp message to a set
|
||||
// of clients, possibly in PVS or PHS
|
||||
|
||||
//============================================================================
|
||||
|
||||
//
|
||||
// subs.qc
|
||||
//
|
||||
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
|
||||
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
||||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
||||
void() SUB_CalcMoveDone;
|
||||
void() SUB_CalcAngleMoveDone;
|
||||
void() SUB_Null;
|
||||
void() SUB_UseTargets;
|
||||
void() SUB_Remove;
|
||||
|
||||
//
|
||||
// combat.qc
|
||||
//
|
||||
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
||||
|
||||
|
||||
float (entity e, float healamount, float ignore) T_Heal; // health function
|
||||
|
||||
float(entity targ, entity inflictor) CanDamage;
|
||||
|
||||
|
361
nqw/demon.qc
Normal file
361
nqw/demon.qc
Normal file
|
@ -0,0 +1,361 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
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() 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 ] {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() demon1_atta1 =[ $attacka1, demon1_atta2 ] {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] {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 + 1;
|
||||
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/ddeath.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, "player/udeath.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 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
|
||||
|
||||
*/
|
||||
void() monster_demon1 =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/demon.mdl");
|
||||
precache_model ("progs/h_demon.mdl");
|
||||
|
||||
precache_sound ("demon/ddeath.wav");
|
||||
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");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/demon.mdl");
|
||||
|
||||
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
||||
self.health = 300;
|
||||
|
||||
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 =
|
||||
{
|
||||
// if close enough for slashing, go for it
|
||||
if (CheckDemonMelee ())
|
||||
{
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if (CheckDemonJump ())
|
||||
{
|
||||
self.attack_state = AS_MISSILE;
|
||||
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
|
||||
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();
|
||||
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;
|
||||
};
|
||||
|
361
nqw/dog.qc
Normal file
361
nqw/dog.qc
Normal file
|
@ -0,0 +1,361 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
DOG
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
$cd id1/models/dog
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
|
||||
|
||||
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
|
||||
$frame deathb9
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
||||
|
||||
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
|
||||
$frame painb11 painb12 painb13 painb14 painb15 painb16
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
|
||||
|
||||
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
|
||||
|
||||
|
||||
void() dog_leap1;
|
||||
void() dog_run1;
|
||||
|
||||
/*
|
||||
================
|
||||
dog_bite
|
||||
|
||||
================
|
||||
*/
|
||||
void() dog_bite =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return;
|
||||
|
||||
ai_charge(10);
|
||||
|
||||
if (!CanDamage (self.enemy, self))
|
||||
return;
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 100)
|
||||
return;
|
||||
|
||||
ldmg = (random() + random() + random()) * 8;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
};
|
||||
|
||||
void() Dog_JumpTouch =
|
||||
{
|
||||
local float ldmg;
|
||||
|
||||
if (self.health <= 0)
|
||||
return;
|
||||
|
||||
if (other.takedamage)
|
||||
{
|
||||
if ( vlen(self.velocity) > 300 )
|
||||
{
|
||||
ldmg = 10 + 10*random();
|
||||
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 = dog_leap1;
|
||||
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 = dog_run1;
|
||||
self.nextthink = time + 0.1;
|
||||
};
|
||||
|
||||
|
||||
void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();};
|
||||
void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();};
|
||||
void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();};
|
||||
void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();};
|
||||
void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();};
|
||||
void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();};
|
||||
void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();};
|
||||
void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();};
|
||||
void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();};
|
||||
|
||||
void() dog_walk1 =[ $walk1 , dog_walk2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
|
||||
ai_walk(8);};
|
||||
void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);};
|
||||
void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);};
|
||||
void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);};
|
||||
void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);};
|
||||
void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);};
|
||||
void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);};
|
||||
void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);};
|
||||
|
||||
void() dog_run1 =[ $run1 , dog_run2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
|
||||
ai_run(16);};
|
||||
void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);};
|
||||
void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);};
|
||||
void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);};
|
||||
void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);};
|
||||
void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);};
|
||||
void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);};
|
||||
void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);};
|
||||
void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);};
|
||||
void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);};
|
||||
void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);};
|
||||
void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);};
|
||||
|
||||
void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);};
|
||||
void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);};
|
||||
void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);};
|
||||
void() dog_atta4 =[ $attack4, dog_atta5 ] {
|
||||
sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
|
||||
dog_bite();};
|
||||
void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);};
|
||||
void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);};
|
||||
void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);};
|
||||
void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);};
|
||||
|
||||
void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();};
|
||||
void() dog_leap2 =[ $leap2, dog_leap3 ]
|
||||
{
|
||||
ai_face();
|
||||
|
||||
self.touch = Dog_JumpTouch;
|
||||
makevectors (self.angles);
|
||||
self.origin_z = self.origin_z + 1;
|
||||
self.velocity = v_forward * 300 + '0 0 200';
|
||||
if (self.flags & FL_ONGROUND)
|
||||
self.flags = self.flags - FL_ONGROUND;
|
||||
};
|
||||
|
||||
void() dog_leap3 =[ $leap3, dog_leap4 ] {};
|
||||
void() dog_leap4 =[ $leap4, dog_leap5 ] {};
|
||||
void() dog_leap5 =[ $leap5, dog_leap6 ] {};
|
||||
void() dog_leap6 =[ $leap6, dog_leap7 ] {};
|
||||
void() dog_leap7 =[ $leap7, dog_leap8 ] {};
|
||||
void() dog_leap8 =[ $leap8, dog_leap9 ] {};
|
||||
void() dog_leap9 =[ $leap9, dog_leap9 ] {};
|
||||
|
||||
void() dog_pain1 =[ $pain1 , dog_pain2 ] {};
|
||||
void() dog_pain2 =[ $pain2 , dog_pain3 ] {};
|
||||
void() dog_pain3 =[ $pain3 , dog_pain4 ] {};
|
||||
void() dog_pain4 =[ $pain4 , dog_pain5 ] {};
|
||||
void() dog_pain5 =[ $pain5 , dog_pain6 ] {};
|
||||
void() dog_pain6 =[ $pain6 , dog_run1 ] {};
|
||||
|
||||
void() dog_painb1 =[ $painb1 , dog_painb2 ] {};
|
||||
void() dog_painb2 =[ $painb2 , dog_painb3 ] {};
|
||||
void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);};
|
||||
void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);};
|
||||
void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);};
|
||||
void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);};
|
||||
void() dog_painb7 =[ $painb7 , dog_painb8 ] {};
|
||||
void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);};
|
||||
void() dog_painb9 =[ $painb9 , dog_painb10 ] {};
|
||||
void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);};
|
||||
void() dog_painb11 =[ $painb11 , dog_painb12 ] {};
|
||||
void() dog_painb12 =[ $painb12 , dog_painb13 ] {};
|
||||
void() dog_painb13 =[ $painb13 , dog_painb14 ] {};
|
||||
void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
|
||||
void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
|
||||
void() dog_painb16 =[ $painb16 , dog_run1 ] {};
|
||||
|
||||
void(entity attacker, float damage) dog_pain =
|
||||
{
|
||||
sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
|
||||
|
||||
if (random() > 0.5)
|
||||
dog_pain1 ();
|
||||
else
|
||||
dog_painb1 ();
|
||||
};
|
||||
|
||||
void() dog_die1 =[ $death1, dog_die2 ] {};
|
||||
void() dog_die2 =[ $death2, dog_die3 ] {};
|
||||
void() dog_die3 =[ $death3, dog_die4 ] {};
|
||||
void() dog_die4 =[ $death4, dog_die5 ] {};
|
||||
void() dog_die5 =[ $death5, dog_die6 ] {};
|
||||
void() dog_die6 =[ $death6, dog_die7 ] {};
|
||||
void() dog_die7 =[ $death7, dog_die8 ] {};
|
||||
void() dog_die8 =[ $death8, dog_die9 ] {};
|
||||
void() dog_die9 =[ $death9, dog_die9 ] {};
|
||||
|
||||
void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {};
|
||||
void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {};
|
||||
void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {};
|
||||
void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {};
|
||||
void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {};
|
||||
void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {};
|
||||
void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {};
|
||||
void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {};
|
||||
void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {};
|
||||
|
||||
|
||||
void() dog_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -35)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
ThrowHead ("progs/h_dog.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
|
||||
self.solid = SOLID_NOT;
|
||||
|
||||
if (random() > 0.5)
|
||||
dog_die1 ();
|
||||
else
|
||||
dog_dieb1 ();
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
==============
|
||||
CheckDogMelee
|
||||
|
||||
Returns TRUE if a melee attack would hit right now
|
||||
==============
|
||||
*/
|
||||
float() CheckDogMelee =
|
||||
{
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{ // FIXME: check canreach
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
/*
|
||||
==============
|
||||
CheckDogJump
|
||||
|
||||
==============
|
||||
*/
|
||||
float() CheckDogJump =
|
||||
{
|
||||
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 < 80)
|
||||
return FALSE;
|
||||
|
||||
if (d > 150)
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
float() DogCheckAttack =
|
||||
{
|
||||
// if close enough for slashing, go for it
|
||||
if (CheckDogMelee ())
|
||||
{
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if (CheckDogJump ())
|
||||
{
|
||||
self.attack_state = AS_MISSILE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
|
||||
//===========================================================================
|
||||
|
||||
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
|
||||
|
||||
*/
|
||||
void() monster_dog =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/h_dog.mdl");
|
||||
precache_model ("progs/dog.mdl");
|
||||
|
||||
precache_sound ("dog/dattack1.wav");
|
||||
precache_sound ("dog/ddeath.wav");
|
||||
precache_sound ("dog/dpain1.wav");
|
||||
precache_sound ("dog/dsight.wav");
|
||||
precache_sound ("dog/idle.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/dog.mdl");
|
||||
|
||||
setsize (self, '-32 -32 -24', '32 32 40');
|
||||
self.health = 25;
|
||||
|
||||
self.th_stand = dog_stand1;
|
||||
self.th_walk = dog_walk1;
|
||||
self.th_run = dog_run1;
|
||||
self.th_pain = dog_pain;
|
||||
self.th_die = dog_die;
|
||||
self.th_melee = dog_atta1;
|
||||
self.th_missile = dog_leap1;
|
||||
|
||||
walkmonster_start();
|
||||
};
|
788
nqw/doors.qc
Normal file
788
nqw/doors.qc
Normal file
|
@ -0,0 +1,788 @@
|
|||
|
||||
float DOOR_START_OPEN = 1;
|
||||
float DOOR_DONT_LINK = 4;
|
||||
float DOOR_GOLD_KEY = 8;
|
||||
float DOOR_SILVER_KEY = 16;
|
||||
float DOOR_TOGGLE = 32;
|
||||
|
||||
/*
|
||||
|
||||
Doors are similar to buttons, but can spawn a fat trigger field around them
|
||||
to open without a touch, and they link together to form simultanious
|
||||
double/quad doors.
|
||||
|
||||
Door.owner is the master door. If there is only one door, it points to itself.
|
||||
If multiple doors, all will point to a single one.
|
||||
|
||||
Door.enemy chains from the master door through all doors linked in the chain.
|
||||
|
||||
*/
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
THINK FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
void() door_go_down;
|
||||
void() door_go_up;
|
||||
|
||||
void() door_blocked =
|
||||
{
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self.goalentity, self.dmg);
|
||||
|
||||
// if a door has a negative wait, it would never come back if blocked,
|
||||
// so let it just squash the object to death real fast
|
||||
if (self.wait >= 0)
|
||||
{
|
||||
if (self.state == STATE_DOWN)
|
||||
door_go_up ();
|
||||
else
|
||||
door_go_down ();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void() door_hit_top =
|
||||
{
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.state = STATE_TOP;
|
||||
if (self.spawnflags & DOOR_TOGGLE)
|
||||
return; // don't come down automatically
|
||||
self.think = door_go_down;
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
};
|
||||
|
||||
void() door_hit_bottom =
|
||||
{
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.state = STATE_BOTTOM;
|
||||
};
|
||||
|
||||
void() door_go_down =
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
if (self.max_health)
|
||||
{
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.health = self.max_health;
|
||||
}
|
||||
|
||||
self.state = STATE_DOWN;
|
||||
SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
|
||||
};
|
||||
|
||||
void() door_go_up =
|
||||
{
|
||||
if (self.state == STATE_UP)
|
||||
return; // allready going up
|
||||
|
||||
if (self.state == STATE_TOP)
|
||||
{ // reset top wait time
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
return;
|
||||
}
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
self.state = STATE_UP;
|
||||
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
|
||||
|
||||
SUB_UseTargets();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
ACTIVATION FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
void() door_fire =
|
||||
{
|
||||
local entity oself;
|
||||
local entity starte;
|
||||
|
||||
if (self.owner != self)
|
||||
objerror ("door_fire: self.owner != self");
|
||||
|
||||
// play use key sound
|
||||
|
||||
if (self.items)
|
||||
sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
|
||||
|
||||
self.message = string_null; // no more message
|
||||
oself = self;
|
||||
|
||||
if (self.spawnflags & DOOR_TOGGLE)
|
||||
{
|
||||
if (self.state == STATE_UP || self.state == STATE_TOP)
|
||||
{
|
||||
starte = self;
|
||||
do
|
||||
{
|
||||
door_go_down ();
|
||||
self = self.enemy;
|
||||
} while ( (self != starte) && (self != world) );
|
||||
self = oself;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// trigger all paired doors
|
||||
starte = self;
|
||||
|
||||
do
|
||||
{
|
||||
self.goalentity = activator; // Who fired us
|
||||
door_go_up ();
|
||||
self = self.enemy;
|
||||
} while ( (self != starte) && (self != world) );
|
||||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
void() door_use =
|
||||
{
|
||||
local entity oself;
|
||||
|
||||
self.message = ""; // door message are for touch only
|
||||
self.owner.message = "";
|
||||
self.enemy.message = "";
|
||||
|
||||
oself = self;
|
||||
self = self.owner;
|
||||
door_fire ();
|
||||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
void() door_trigger_touch =
|
||||
{
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
self.attack_finished = time + 1;
|
||||
|
||||
activator = other;
|
||||
|
||||
self = self.owner;
|
||||
door_use ();
|
||||
};
|
||||
|
||||
|
||||
void() door_killed =
|
||||
{
|
||||
local entity oself;
|
||||
|
||||
oself = self;
|
||||
self = self.owner;
|
||||
self.health = self.max_health;
|
||||
self.takedamage = DAMAGE_NO; // wil be reset upon return
|
||||
door_use ();
|
||||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
door_touch
|
||||
|
||||
Prints messages and opens key doors
|
||||
================
|
||||
*/
|
||||
void() door_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
if (self.owner.attack_finished > time)
|
||||
return;
|
||||
|
||||
self.owner.attack_finished = time + 2;
|
||||
|
||||
if (self.owner.message != "")
|
||||
{
|
||||
centerprint (other, self.owner.message);
|
||||
sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
// key door stuff
|
||||
if (!self.items)
|
||||
return;
|
||||
|
||||
// FIXME: blink key on player's status bar
|
||||
if ( (self.items & other.items) != self.items )
|
||||
{
|
||||
if (self.owner.items == IT_KEY1)
|
||||
{
|
||||
if (world.worldtype == 2)
|
||||
{
|
||||
centerprint (other, "You need the silver keycard");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
centerprint (other, "You need the silver runekey");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 0)
|
||||
{
|
||||
centerprint (other, "You need the silver key");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (world.worldtype == 2)
|
||||
{
|
||||
centerprint (other, "You need the gold keycard");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
centerprint (other, "You need the gold runekey");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 0)
|
||||
{
|
||||
centerprint (other, "You need the gold key");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
other.items = other.items - self.items;
|
||||
self.touch = SUB_Null;
|
||||
if (self.enemy)
|
||||
self.enemy.touch = SUB_Null; // get paired door
|
||||
door_use ();
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
SPAWNING FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
|
||||
entity(vector fmins, vector fmaxs) spawn_field =
|
||||
{
|
||||
local entity trigger;
|
||||
local vector t1, t2;
|
||||
|
||||
trigger = spawn();
|
||||
trigger.movetype = MOVETYPE_NONE;
|
||||
trigger.solid = SOLID_TRIGGER;
|
||||
trigger.owner = self;
|
||||
trigger.touch = door_trigger_touch;
|
||||
|
||||
t1 = fmins;
|
||||
t2 = fmaxs;
|
||||
setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
|
||||
return (trigger);
|
||||
};
|
||||
|
||||
|
||||
float (entity e1, entity e2) EntitiesTouching =
|
||||
{
|
||||
if (e1.mins_x > e2.maxs_x)
|
||||
return FALSE;
|
||||
if (e1.mins_y > e2.maxs_y)
|
||||
return FALSE;
|
||||
if (e1.mins_z > e2.maxs_z)
|
||||
return FALSE;
|
||||
if (e1.maxs_x < e2.mins_x)
|
||||
return FALSE;
|
||||
if (e1.maxs_y < e2.mins_y)
|
||||
return FALSE;
|
||||
if (e1.maxs_z < e2.mins_z)
|
||||
return FALSE;
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
LinkDoors
|
||||
|
||||
|
||||
=============
|
||||
*/
|
||||
void() LinkDoors =
|
||||
{
|
||||
local entity t, starte;
|
||||
local vector cmins, cmaxs;
|
||||
|
||||
if (self.enemy)
|
||||
return; // already linked by another door
|
||||
if (self.spawnflags & 4)
|
||||
{
|
||||
self.owner = self.enemy = self;
|
||||
return; // don't want to link this door
|
||||
}
|
||||
|
||||
cmins = self.mins;
|
||||
cmaxs = self.maxs;
|
||||
|
||||
starte = self;
|
||||
t = self;
|
||||
|
||||
do
|
||||
{
|
||||
self.owner = starte; // master door
|
||||
|
||||
if (self.health)
|
||||
starte.health = self.health;
|
||||
if (self.targetname)
|
||||
starte.targetname = self.targetname;
|
||||
if (self.message != "")
|
||||
starte.message = self.message;
|
||||
|
||||
t = find (t, classname, self.classname);
|
||||
if (!t)
|
||||
{
|
||||
self.enemy = starte; // make the chain a loop
|
||||
|
||||
// shootable, fired, or key doors just needed the owner/enemy links,
|
||||
// they don't spawn a field
|
||||
|
||||
self = self.owner;
|
||||
|
||||
if (self.health)
|
||||
return;
|
||||
if (self.targetname)
|
||||
return;
|
||||
if (self.items)
|
||||
return;
|
||||
|
||||
self.owner.trigger_field = spawn_field(cmins, cmaxs);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (EntitiesTouching(self,t))
|
||||
{
|
||||
if (t.enemy)
|
||||
objerror ("cross connected doors");
|
||||
|
||||
self.enemy = t;
|
||||
self = t;
|
||||
|
||||
if (t.mins_x < cmins_x)
|
||||
cmins_x = t.mins_x;
|
||||
if (t.mins_y < cmins_y)
|
||||
cmins_y = t.mins_y;
|
||||
if (t.mins_z < cmins_z)
|
||||
cmins_z = t.mins_z;
|
||||
if (t.maxs_x > cmaxs_x)
|
||||
cmaxs_x = t.maxs_x;
|
||||
if (t.maxs_y > cmaxs_y)
|
||||
cmaxs_y = t.maxs_y;
|
||||
if (t.maxs_z > cmaxs_z)
|
||||
cmaxs_z = t.maxs_z;
|
||||
}
|
||||
} while (1 );
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
|
||||
if two doors touch, they are assumed to be connected and operate as a unit.
|
||||
|
||||
TOGGLE causes the door to wait in both the start and end states for a trigger event.
|
||||
|
||||
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
|
||||
|
||||
Key doors are allways wait -1.
|
||||
|
||||
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
|
||||
"angle" determines the opening direction
|
||||
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
|
||||
"health" if set, door must be shot open
|
||||
"speed" movement speed (100 default)
|
||||
"wait" wait before returning (3 default, -1 = never return)
|
||||
"lip" lip remaining at end of move (8 default)
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"sounds"
|
||||
0) no sound
|
||||
1) stone
|
||||
2) base
|
||||
3) stone chain
|
||||
4) screechy metal
|
||||
*/
|
||||
|
||||
void() func_door =
|
||||
|
||||
{
|
||||
|
||||
if (world.worldtype == 0)
|
||||
{
|
||||
precache_sound ("doors/medtry.wav");
|
||||
precache_sound ("doors/meduse.wav");
|
||||
self.noise3 = "doors/medtry.wav";
|
||||
self.noise4 = "doors/meduse.wav";
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
precache_sound ("doors/runetry.wav");
|
||||
precache_sound ("doors/runeuse.wav");
|
||||
self.noise3 = "doors/runetry.wav";
|
||||
self.noise4 = "doors/runeuse.wav";
|
||||
}
|
||||
else if (world.worldtype == 2)
|
||||
{
|
||||
precache_sound ("doors/basetry.wav");
|
||||
precache_sound ("doors/baseuse.wav");
|
||||
self.noise3 = "doors/basetry.wav";
|
||||
self.noise4 = "doors/baseuse.wav";
|
||||
}
|
||||
else
|
||||
{
|
||||
dprint ("no worldtype set!\n");
|
||||
}
|
||||
if (self.sounds == 0)
|
||||
{
|
||||
precache_sound ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
self.noise1 = "misc/null.wav";
|
||||
self.noise2 = "misc/null.wav";
|
||||
}
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("doors/drclos4.wav");
|
||||
precache_sound ("doors/doormv1.wav");
|
||||
self.noise1 = "doors/drclos4.wav";
|
||||
self.noise2 = "doors/doormv1.wav";
|
||||
}
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("doors/hydro1.wav");
|
||||
precache_sound ("doors/hydro2.wav");
|
||||
self.noise2 = "doors/hydro1.wav";
|
||||
self.noise1 = "doors/hydro2.wav";
|
||||
}
|
||||
if (self.sounds == 3)
|
||||
{
|
||||
precache_sound ("doors/stndr1.wav");
|
||||
precache_sound ("doors/stndr2.wav");
|
||||
self.noise2 = "doors/stndr1.wav";
|
||||
self.noise1 = "doors/stndr2.wav";
|
||||
}
|
||||
if (self.sounds == 4)
|
||||
{
|
||||
precache_sound ("doors/ddoor1.wav");
|
||||
precache_sound ("doors/ddoor2.wav");
|
||||
self.noise1 = "doors/ddoor2.wav";
|
||||
self.noise2 = "doors/ddoor1.wav";
|
||||
}
|
||||
|
||||
|
||||
SetMovedir ();
|
||||
|
||||
self.max_health = self.health;
|
||||
self.solid = SOLID_BSP;
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
setorigin (self, self.origin);
|
||||
setmodel (self, self.model);
|
||||
self.classname = "door";
|
||||
|
||||
self.blocked = door_blocked;
|
||||
self.use = door_use;
|
||||
|
||||
if (self.spawnflags & DOOR_SILVER_KEY)
|
||||
self.items = IT_KEY1;
|
||||
if (self.spawnflags & DOOR_GOLD_KEY)
|
||||
self.items = IT_KEY2;
|
||||
|
||||
if (!self.speed)
|
||||
self.speed = 100;
|
||||
if (!self.wait)
|
||||
self.wait = 3;
|
||||
if (!self.lip)
|
||||
self.lip = 8;
|
||||
if (!self.dmg)
|
||||
self.dmg = 2;
|
||||
|
||||
self.pos1 = self.origin;
|
||||
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
|
||||
|
||||
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
|
||||
// but spawn in the open position
|
||||
if (self.spawnflags & DOOR_START_OPEN)
|
||||
{
|
||||
setorigin (self, self.pos2);
|
||||
self.pos2 = self.pos1;
|
||||
self.pos1 = self.origin;
|
||||
}
|
||||
|
||||
self.state = STATE_BOTTOM;
|
||||
|
||||
if (self.health)
|
||||
{
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_die = door_killed;
|
||||
}
|
||||
|
||||
if (self.items)
|
||||
self.wait = -1;
|
||||
|
||||
self.touch = door_touch;
|
||||
|
||||
// LinkDoors can't be done until all of the doors have been spawned, so
|
||||
// the sizes can be detected properly.
|
||||
self.think = LinkDoors;
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
SECRET DOORS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
void() fd_secret_move1;
|
||||
void() fd_secret_move2;
|
||||
void() fd_secret_move3;
|
||||
void() fd_secret_move4;
|
||||
void() fd_secret_move5;
|
||||
void() fd_secret_move6;
|
||||
void() fd_secret_done;
|
||||
|
||||
float SECRET_OPEN_ONCE = 1; // stays open
|
||||
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
|
||||
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
|
||||
float SECRET_NO_SHOOT = 8; // only opened by trigger
|
||||
float SECRET_YES_SHOOT = 16; // shootable even if targeted
|
||||
|
||||
|
||||
void () fd_secret_use =
|
||||
{
|
||||
local float temp;
|
||||
|
||||
self.health = 10000;
|
||||
|
||||
// exit if still moving around...
|
||||
if (self.origin != self.oldorigin)
|
||||
return;
|
||||
|
||||
self.message = string_null; // no more message
|
||||
|
||||
SUB_UseTargets(); // fire all targets / killtargets
|
||||
|
||||
if (!(self.spawnflags & SECRET_NO_SHOOT))
|
||||
{
|
||||
//XXX needed? self.th_pain = SUB_Null;
|
||||
self.takedamage = DAMAGE_NO;
|
||||
}
|
||||
self.velocity = '0 0 0';
|
||||
|
||||
// Make a sound, wait a little...
|
||||
|
||||
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
|
||||
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
|
||||
makevectors(self.mangle);
|
||||
|
||||
if (!self.t_width)
|
||||
{
|
||||
if (self.spawnflags & SECRET_1ST_DOWN)
|
||||
self. t_width = fabs(v_up * self.size);
|
||||
else
|
||||
self. t_width = fabs(v_right * self.size);
|
||||
}
|
||||
|
||||
if (!self.t_length)
|
||||
self. t_length = fabs(v_forward * self.size);
|
||||
|
||||
if (self.spawnflags & SECRET_1ST_DOWN)
|
||||
self.dest1 = self.origin - v_up * self.t_width;
|
||||
else
|
||||
self.dest1 = self.origin + v_right * (self.t_width * temp);
|
||||
|
||||
self.dest2 = self.dest1 + v_forward * self.t_length;
|
||||
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void (entity attacker, float damage) fd_secret_pain =
|
||||
{
|
||||
fd_secret_use ();
|
||||
};
|
||||
|
||||
// Wait after first movement...
|
||||
void () fd_secret_move1 =
|
||||
{
|
||||
self.nextthink = self.ltime + 1.0;
|
||||
self.think = fd_secret_move2;
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
// Start moving sideways w/sound...
|
||||
void () fd_secret_move2 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
|
||||
};
|
||||
|
||||
// Wait here until time to go back...
|
||||
void () fd_secret_move3 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
if (!(self.spawnflags & SECRET_OPEN_ONCE))
|
||||
{
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
self.think = fd_secret_move4;
|
||||
}
|
||||
};
|
||||
|
||||
// Move backward...
|
||||
void () fd_secret_move4 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
|
||||
};
|
||||
|
||||
// Wait 1 second...
|
||||
void () fd_secret_move5 =
|
||||
{
|
||||
self.nextthink = self.ltime + 1.0;
|
||||
self.think = fd_secret_move6;
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void () fd_secret_move6 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
|
||||
};
|
||||
|
||||
void () fd_secret_done =
|
||||
{
|
||||
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
|
||||
{
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_pain;
|
||||
self.th_die = fd_secret_use;
|
||||
}
|
||||
sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void () secret_blocked =
|
||||
{
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
self.attack_finished = time + 0.5;
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
secret_touch
|
||||
|
||||
Prints messages
|
||||
================
|
||||
*/
|
||||
void() secret_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
if (self.attack_finished > time)
|
||||
return;
|
||||
|
||||
self.attack_finished = time + 2;
|
||||
|
||||
if (self.message)
|
||||
{
|
||||
centerprint (other, self.message);
|
||||
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
|
||||
Basic secret door. Slides back, then to the side. Angle determines direction.
|
||||
wait = # of seconds before coming back
|
||||
1st_left = 1st move is left of arrow
|
||||
1st_down = 1st move is down from arrow
|
||||
always_shoot = even if targeted, keep shootable
|
||||
t_width = override WIDTH to move back (or height if going down)
|
||||
t_length = override LENGTH to move sideways
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
|
||||
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
|
||||
"sounds"
|
||||
1) medieval
|
||||
2) metal
|
||||
3) base
|
||||
*/
|
||||
|
||||
void () func_door_secret =
|
||||
{
|
||||
if (self.sounds == 0)
|
||||
self.sounds = 3;
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("doors/latch2.wav");
|
||||
precache_sound ("doors/winch2.wav");
|
||||
precache_sound ("doors/drclos4.wav");
|
||||
self.noise1 = "doors/latch2.wav";
|
||||
self.noise2 = "doors/winch2.wav";
|
||||
self.noise3 = "doors/drclos4.wav";
|
||||
}
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("doors/airdoor1.wav");
|
||||
precache_sound ("doors/airdoor2.wav");
|
||||
self.noise2 = "doors/airdoor1.wav";
|
||||
self.noise1 = "doors/airdoor2.wav";
|
||||
self.noise3 = "doors/airdoor2.wav";
|
||||
}
|
||||
if (self.sounds == 3)
|
||||
{
|
||||
precache_sound ("doors/basesec1.wav");
|
||||
precache_sound ("doors/basesec2.wav");
|
||||
self.noise2 = "doors/basesec1.wav";
|
||||
self.noise1 = "doors/basesec2.wav";
|
||||
self.noise3 = "doors/basesec2.wav";
|
||||
}
|
||||
|
||||
if (!self.dmg)
|
||||
self.dmg = 2;
|
||||
|
||||
// Magic formula...
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
self.solid = SOLID_BSP;
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
self.classname = "door";
|
||||
setmodel (self, self.model);
|
||||
setorigin (self, self.origin);
|
||||
|
||||
self.touch = secret_touch;
|
||||
self.blocked = secret_blocked;
|
||||
self.speed = 50;
|
||||
self.use = fd_secret_use;
|
||||
if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
|
||||
{
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_pain;
|
||||
}
|
||||
self.oldorigin = self.origin;
|
||||
if (!self.wait)
|
||||
self.wait = 5; // 5 seconds before closing
|
||||
};
|
288
nqw/enforcer.qc
Normal file
288
nqw/enforcer.qc
Normal file
|
@ -0,0 +1,288 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
SOLDIER / PLAYER
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/enforcer
|
||||
$origin 0 -6 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
|
||||
$frame walk11 walk12 walk13 walk14 walk15 walk16
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8
|
||||
|
||||
$frame attack1 attack2 attack3 attack4 attack5 attack6
|
||||
$frame attack7 attack8 attack9 attack10
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
$frame death9 death10 death11 death12 death13 death14
|
||||
|
||||
$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
|
||||
$frame fdeath9 fdeath10 fdeath11
|
||||
|
||||
$frame paina1 paina2 paina3 paina4
|
||||
|
||||
$frame painb1 painb2 painb3 painb4 painb5
|
||||
|
||||
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8
|
||||
|
||||
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
|
||||
$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
|
||||
$frame paind17 paind18 paind19
|
||||
|
||||
|
||||
void() enforcer_fire =
|
||||
{
|
||||
local vector org;
|
||||
|
||||
muzzleflash();
|
||||
makevectors (self.angles);
|
||||
|
||||
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
|
||||
|
||||
LaunchLaser(org, self.enemy.origin - self.origin);
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() enf_stand1 =[ $stand1, enf_stand2 ] {ai_stand();};
|
||||
void() enf_stand2 =[ $stand2, enf_stand3 ] {ai_stand();};
|
||||
void() enf_stand3 =[ $stand3, enf_stand4 ] {ai_stand();};
|
||||
void() enf_stand4 =[ $stand4, enf_stand5 ] {ai_stand();};
|
||||
void() enf_stand5 =[ $stand5, enf_stand6 ] {ai_stand();};
|
||||
void() enf_stand6 =[ $stand6, enf_stand7 ] {ai_stand();};
|
||||
void() enf_stand7 =[ $stand7, enf_stand1 ] {ai_stand();};
|
||||
|
||||
void() enf_walk1 =[ $walk1 , enf_walk2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
|
||||
ai_walk(2);};
|
||||
void() enf_walk2 =[ $walk2 , enf_walk3 ] {ai_walk(4);};
|
||||
void() enf_walk3 =[ $walk3 , enf_walk4 ] {ai_walk(4);};
|
||||
void() enf_walk4 =[ $walk4 , enf_walk5 ] {ai_walk(3);};
|
||||
void() enf_walk5 =[ $walk5 , enf_walk6 ] {ai_walk(1);};
|
||||
void() enf_walk6 =[ $walk6 , enf_walk7 ] {ai_walk(2);};
|
||||
void() enf_walk7 =[ $walk7 , enf_walk8 ] {ai_walk(2);};
|
||||
void() enf_walk8 =[ $walk8 , enf_walk9 ] {ai_walk(1);};
|
||||
void() enf_walk9 =[ $walk9 , enf_walk10 ] {ai_walk(2);};
|
||||
void() enf_walk10 =[ $walk10, enf_walk11 ] {ai_walk(4);};
|
||||
void() enf_walk11 =[ $walk11, enf_walk12 ] {ai_walk(4);};
|
||||
void() enf_walk12 =[ $walk12, enf_walk13 ] {ai_walk(1);};
|
||||
void() enf_walk13 =[ $walk13, enf_walk14 ] {ai_walk(2);};
|
||||
void() enf_walk14 =[ $walk14, enf_walk15 ] {ai_walk(3);};
|
||||
void() enf_walk15 =[ $walk15, enf_walk16 ] {ai_walk(4);};
|
||||
void() enf_walk16 =[ $walk16, enf_walk1 ] {ai_walk(2);};
|
||||
|
||||
void() enf_run1 =[ $run1 , enf_run2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
|
||||
ai_run(18);};
|
||||
void() enf_run2 =[ $run2 , enf_run3 ] {ai_run(14);};
|
||||
void() enf_run3 =[ $run3 , enf_run4 ] {ai_run(7);};
|
||||
void() enf_run4 =[ $run4 , enf_run5 ] {ai_run(12);};
|
||||
void() enf_run5 =[ $run5 , enf_run6 ] {ai_run(14);};
|
||||
void() enf_run6 =[ $run6 , enf_run7 ] {ai_run(14);};
|
||||
void() enf_run7 =[ $run7 , enf_run8 ] {ai_run(7);};
|
||||
void() enf_run8 =[ $run8 , enf_run1 ] {ai_run(11);};
|
||||
|
||||
void() enf_atk1 =[ $attack1, enf_atk2 ] {ai_face();};
|
||||
void() enf_atk2 =[ $attack2, enf_atk3 ] {ai_face();};
|
||||
void() enf_atk3 =[ $attack3, enf_atk4 ] {ai_face();};
|
||||
void() enf_atk4 =[ $attack4, enf_atk5 ] {ai_face();};
|
||||
void() enf_atk5 =[ $attack5, enf_atk6 ] {ai_face();};
|
||||
void() enf_atk6 =[ $attack6, enf_atk7 ] {enforcer_fire();};
|
||||
void() enf_atk7 =[ $attack7, enf_atk8 ] {ai_face();};
|
||||
void() enf_atk8 =[ $attack8, enf_atk9 ] {ai_face();};
|
||||
void() enf_atk9 =[ $attack5, enf_atk10 ] {ai_face();};
|
||||
void() enf_atk10 =[ $attack6, enf_atk11 ] {enforcer_fire();};
|
||||
void() enf_atk11 =[ $attack7, enf_atk12 ] {ai_face();};
|
||||
void() enf_atk12 =[ $attack8, enf_atk13 ] {ai_face();};
|
||||
void() enf_atk13 =[ $attack9, enf_atk14 ] {ai_face();};
|
||||
void() enf_atk14 =[ $attack10, enf_run1 ] {ai_face();
|
||||
SUB_CheckRefire (enf_atk1);
|
||||
};
|
||||
|
||||
void() enf_paina1 =[ $paina1, enf_paina2 ] {};
|
||||
void() enf_paina2 =[ $paina2, enf_paina3 ] {};
|
||||
void() enf_paina3 =[ $paina3, enf_paina4 ] {};
|
||||
void() enf_paina4 =[ $paina4, enf_run1 ] {};
|
||||
|
||||
void() enf_painb1 =[ $painb1, enf_painb2 ] {};
|
||||
void() enf_painb2 =[ $painb2, enf_painb3 ] {};
|
||||
void() enf_painb3 =[ $painb3, enf_painb4 ] {};
|
||||
void() enf_painb4 =[ $painb4, enf_painb5 ] {};
|
||||
void() enf_painb5 =[ $painb5, enf_run1 ] {};
|
||||
|
||||
void() enf_painc1 =[ $painc1, enf_painc2 ] {};
|
||||
void() enf_painc2 =[ $painc2, enf_painc3 ] {};
|
||||
void() enf_painc3 =[ $painc3, enf_painc4 ] {};
|
||||
void() enf_painc4 =[ $painc4, enf_painc5 ] {};
|
||||
void() enf_painc5 =[ $painc5, enf_painc6 ] {};
|
||||
void() enf_painc6 =[ $painc6, enf_painc7 ] {};
|
||||
void() enf_painc7 =[ $painc7, enf_painc8 ] {};
|
||||
void() enf_painc8 =[ $painc8, enf_run1 ] {};
|
||||
|
||||
void() enf_paind1 =[ $paind1, enf_paind2 ] {};
|
||||
void() enf_paind2 =[ $paind2, enf_paind3 ] {};
|
||||
void() enf_paind3 =[ $paind3, enf_paind4 ] {};
|
||||
void() enf_paind4 =[ $paind4, enf_paind5 ] {ai_painforward(2);};
|
||||
void() enf_paind5 =[ $paind5, enf_paind6 ] {ai_painforward(1);};
|
||||
void() enf_paind6 =[ $paind6, enf_paind7 ] {};
|
||||
void() enf_paind7 =[ $paind7, enf_paind8 ] {};
|
||||
void() enf_paind8 =[ $paind8, enf_paind9 ] {};
|
||||
void() enf_paind9 =[ $paind9, enf_paind10 ] {};
|
||||
void() enf_paind10 =[ $paind10, enf_paind11 ] {};
|
||||
void() enf_paind11 =[ $paind11, enf_paind12 ] {ai_painforward(1);};
|
||||
void() enf_paind12 =[ $paind12, enf_paind13 ] {ai_painforward(1);};
|
||||
void() enf_paind13 =[ $paind13, enf_paind14 ] {ai_painforward(1);};
|
||||
void() enf_paind14 =[ $paind14, enf_paind15 ] {};
|
||||
void() enf_paind15 =[ $paind15, enf_paind16 ] {};
|
||||
void() enf_paind16 =[ $paind16, enf_paind17 ] {ai_pain(1);};
|
||||
void() enf_paind17 =[ $paind17, enf_paind18 ] {ai_pain(1);};
|
||||
void() enf_paind18 =[ $paind18, enf_paind19 ] {};
|
||||
void() enf_paind19 =[ $paind19, enf_run1 ] {};
|
||||
|
||||
void(entity attacker, float damage) enf_pain =
|
||||
{
|
||||
local float r;
|
||||
|
||||
r = random ();
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
|
||||
|
||||
if (r < 0.5)
|
||||
sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);
|
||||
|
||||
if (r < 0.2)
|
||||
{
|
||||
self.pain_finished = time + 1;
|
||||
enf_paina1 ();
|
||||
}
|
||||
else if (r < 0.4)
|
||||
{
|
||||
self.pain_finished = time + 1;
|
||||
enf_painb1 ();
|
||||
}
|
||||
else if (r < 0.7)
|
||||
{
|
||||
self.pain_finished = time + 1;
|
||||
enf_painc1 ();
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pain_finished = time + 2;
|
||||
enf_paind1 ();
|
||||
}
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
|
||||
|
||||
void() enf_die1 =[ $death1, enf_die2 ] {};
|
||||
void() enf_die2 =[ $death2, enf_die3 ] {};
|
||||
void() enf_die3 =[ $death3, enf_die4 ]
|
||||
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
|
||||
void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);};
|
||||
void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(2);};
|
||||
void() enf_die6 =[ $death6, enf_die7 ] {};
|
||||
void() enf_die7 =[ $death7, enf_die8 ] {};
|
||||
void() enf_die8 =[ $death8, enf_die9 ] {};
|
||||
void() enf_die9 =[ $death9, enf_die10 ] {ai_forward(3);};
|
||||
void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(5);};
|
||||
void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(5);};
|
||||
void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(5);};
|
||||
void() enf_die13 =[ $death13, enf_die14 ] {};
|
||||
void() enf_die14 =[ $death14, enf_die14 ] {};
|
||||
|
||||
void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] {
|
||||
|
||||
};
|
||||
void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {};
|
||||
void() enf_fdie3 =[ $fdeath3, enf_fdie4 ]
|
||||
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
|
||||
void() enf_fdie4 =[ $fdeath4, enf_fdie5 ] {};
|
||||
void() enf_fdie5 =[ $fdeath5, enf_fdie6 ] {};
|
||||
void() enf_fdie6 =[ $fdeath6, enf_fdie7 ] {};
|
||||
void() enf_fdie7 =[ $fdeath7, enf_fdie8 ] {};
|
||||
void() enf_fdie8 =[ $fdeath8, enf_fdie9 ] {};
|
||||
void() enf_fdie9 =[ $fdeath9, enf_fdie10 ] {};
|
||||
void() enf_fdie10 =[ $fdeath10, enf_fdie11 ] {};
|
||||
void() enf_fdie11 =[ $fdeath11, enf_fdie11 ] {};
|
||||
|
||||
|
||||
void() enf_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -35)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_mega.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM);
|
||||
if (random() > 0.5)
|
||||
enf_die1 ();
|
||||
else
|
||||
enf_fdie1 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
|
||||
*/
|
||||
void() monster_enforcer =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model2 ("progs/enforcer.mdl");
|
||||
precache_model2 ("progs/h_mega.mdl");
|
||||
precache_model2 ("progs/laser.mdl");
|
||||
|
||||
precache_sound2 ("enforcer/death1.wav");
|
||||
precache_sound2 ("enforcer/enfire.wav");
|
||||
precache_sound2 ("enforcer/enfstop.wav");
|
||||
precache_sound2 ("enforcer/idle1.wav");
|
||||
precache_sound2 ("enforcer/pain1.wav");
|
||||
precache_sound2 ("enforcer/pain2.wav");
|
||||
precache_sound2 ("enforcer/sight1.wav");
|
||||
precache_sound2 ("enforcer/sight2.wav");
|
||||
precache_sound2 ("enforcer/sight3.wav");
|
||||
precache_sound2 ("enforcer/sight4.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/enforcer.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 80;
|
||||
|
||||
self.th_stand = enf_stand1;
|
||||
self.th_walk = enf_walk1;
|
||||
self.th_run = enf_run1;
|
||||
self.th_pain = enf_pain;
|
||||
self.th_die = enf_die;
|
||||
self.th_missile = enf_atk1;
|
||||
|
||||
walkmonster_start();
|
||||
};
|
407
nqw/fight.qc
Normal file
407
nqw/fight.qc
Normal file
|
@ -0,0 +1,407 @@
|
|||
|
||||
/*
|
||||
|
||||
A monster is in fight mode if it thinks it can effectively attack its
|
||||
enemy.
|
||||
|
||||
When it decides it can't attack, it goes into hunt mode.
|
||||
|
||||
*/
|
||||
|
||||
float(float v) anglemod;
|
||||
|
||||
void() knight_atk1;
|
||||
void() knight_runatk1;
|
||||
void() ogre_smash1;
|
||||
void() ogre_swing1;
|
||||
|
||||
void() sham_smash1;
|
||||
void() sham_swingr1;
|
||||
void() sham_swingl1;
|
||||
|
||||
float() DemonCheckAttack;
|
||||
void(float side) Demon_Melee;
|
||||
|
||||
void(vector dest) ChooseTurn;
|
||||
|
||||
void() ai_face;
|
||||
|
||||
|
||||
float enemy_vis, enemy_infront, enemy_range;
|
||||
float enemy_yaw;
|
||||
|
||||
|
||||
void() knight_attack =
|
||||
{
|
||||
local float len;
|
||||
|
||||
// decide if now is a good swing time
|
||||
len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs));
|
||||
|
||||
if (len<80)
|
||||
knight_atk1 ();
|
||||
else
|
||||
knight_runatk1 ();
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
===========
|
||||
CheckAttack
|
||||
|
||||
The player is in view, so decide to move or launch an attack
|
||||
Returns FALSE if movement should continue
|
||||
============
|
||||
*/
|
||||
float() CheckAttack =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
local float chance;
|
||||
|
||||
targ = self.enemy;
|
||||
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
traceline (spot1, spot2, FALSE, self);
|
||||
|
||||
if (trace_ent != targ)
|
||||
return FALSE; // don't have a clear shot
|
||||
|
||||
if (trace_inopen && trace_inwater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{ // melee attack
|
||||
if (self.th_melee)
|
||||
{
|
||||
if (self.classname == "monster_knight")
|
||||
knight_attack ();
|
||||
else
|
||||
self.th_melee ();
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
// missile attack
|
||||
if (!self.th_missile)
|
||||
return FALSE;
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_FAR)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{
|
||||
chance = 0.9;
|
||||
self.attack_finished = 0;
|
||||
}
|
||||
else if (enemy_range == RANGE_NEAR)
|
||||
{
|
||||
if (self.th_melee)
|
||||
chance = 0.2;
|
||||
else
|
||||
chance = 0.4;
|
||||
}
|
||||
else if (enemy_range == RANGE_MID)
|
||||
{
|
||||
if (self.th_melee)
|
||||
chance = 0.05;
|
||||
else
|
||||
chance = 0.1;
|
||||
}
|
||||
else
|
||||
chance = 0;
|
||||
|
||||
if (random () < chance)
|
||||
{
|
||||
self.th_missile ();
|
||||
SUB_AttackFinished (2*random());
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_face
|
||||
|
||||
Stay facing the enemy
|
||||
=============
|
||||
*/
|
||||
void() ai_face =
|
||||
{
|
||||
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||||
ChangeYaw ();
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_charge
|
||||
|
||||
The monster is in a melee attack, so get as close as possible to .enemy
|
||||
=============
|
||||
*/
|
||||
float (entity targ) visible;
|
||||
float(entity targ) infront;
|
||||
float(entity targ) range;
|
||||
|
||||
void(float d) ai_charge =
|
||||
{
|
||||
ai_face ();
|
||||
movetogoal (d); // done in C code...
|
||||
};
|
||||
|
||||
void() ai_charge_side =
|
||||
{
|
||||
local vector dtemp;
|
||||
local float heading;
|
||||
|
||||
// aim to the left of the enemy for a flyby
|
||||
|
||||
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
||||
ChangeYaw ();
|
||||
|
||||
makevectors (self.angles);
|
||||
dtemp = self.enemy.origin - 30*v_right;
|
||||
heading = vectoyaw(dtemp - self.origin);
|
||||
|
||||
walkmove(heading, 20);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
ai_melee
|
||||
|
||||
=============
|
||||
*/
|
||||
void() ai_melee =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return; // removed before stroke
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 60)
|
||||
return;
|
||||
|
||||
ldmg = (random() + random() + random()) * 3;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
};
|
||||
|
||||
|
||||
void() ai_melee_side =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return; // removed before stroke
|
||||
|
||||
ai_charge_side();
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 60)
|
||||
return;
|
||||
if (!CanDamage (self.enemy, self))
|
||||
return;
|
||||
ldmg = (random() + random() + random()) * 3;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
===========
|
||||
SoldierCheckAttack
|
||||
|
||||
The player is in view, so decide to move or launch an attack
|
||||
Returns FALSE if movement should continue
|
||||
============
|
||||
*/
|
||||
float() SoldierCheckAttack =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
local float chance;
|
||||
|
||||
targ = self.enemy;
|
||||
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
traceline (spot1, spot2, FALSE, self);
|
||||
|
||||
if (trace_inopen && trace_inwater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (trace_ent != targ)
|
||||
return FALSE; // don't have a clear shot
|
||||
|
||||
|
||||
// missile attack
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_FAR)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
chance = 0.9;
|
||||
else if (enemy_range == RANGE_NEAR)
|
||||
chance = 0.4;
|
||||
else if (enemy_range == RANGE_MID)
|
||||
chance = 0.05;
|
||||
else
|
||||
chance = 0;
|
||||
|
||||
if (random () < chance)
|
||||
{
|
||||
self.th_missile ();
|
||||
SUB_AttackFinished (1 + random());
|
||||
if (random() < 0.3)
|
||||
self.lefty = !self.lefty;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
};
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
===========
|
||||
ShamCheckAttack
|
||||
|
||||
The player is in view, so decide to move or launch an attack
|
||||
Returns FALSE if movement should continue
|
||||
============
|
||||
*/
|
||||
float() ShamCheckAttack =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{
|
||||
if (CanDamage (self.enemy, self))
|
||||
{
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
|
||||
if (!enemy_vis)
|
||||
return FALSE;
|
||||
|
||||
targ = self.enemy;
|
||||
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
if (vlen(spot1 - spot2) > 600)
|
||||
return FALSE;
|
||||
|
||||
traceline (spot1, spot2, FALSE, self);
|
||||
|
||||
if (trace_inopen && trace_inwater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (trace_ent != targ)
|
||||
{
|
||||
return FALSE; // don't have a clear shot
|
||||
}
|
||||
|
||||
// missile attack
|
||||
if (enemy_range == RANGE_FAR)
|
||||
return FALSE;
|
||||
|
||||
self.attack_state = AS_MISSILE;
|
||||
SUB_AttackFinished (2 + 2*random());
|
||||
return TRUE;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
===========
|
||||
OgreCheckAttack
|
||||
|
||||
The player is in view, so decide to move or launch an attack
|
||||
Returns FALSE if movement should continue
|
||||
============
|
||||
*/
|
||||
float() OgreCheckAttack =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
local float chance;
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{
|
||||
if (CanDamage (self.enemy, self))
|
||||
{
|
||||
self.attack_state = AS_MELEE;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
|
||||
if (!enemy_vis)
|
||||
return FALSE;
|
||||
|
||||
targ = self.enemy;
|
||||
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
traceline (spot1, spot2, FALSE, self);
|
||||
|
||||
if (trace_inopen && trace_inwater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (trace_ent != targ)
|
||||
{
|
||||
return FALSE; // don't have a clear shot
|
||||
}
|
||||
|
||||
// missile attack
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_FAR)
|
||||
return FALSE;
|
||||
|
||||
else if (enemy_range == RANGE_NEAR)
|
||||
chance = 0.10;
|
||||
else if (enemy_range == RANGE_MID)
|
||||
chance = 0.05;
|
||||
else
|
||||
chance = 0;
|
||||
|
||||
self.attack_state = AS_MISSILE;
|
||||
SUB_AttackFinished (1 + 2*random());
|
||||
return TRUE;
|
||||
};
|
||||
|
186
nqw/fish.qc
Normal file
186
nqw/fish.qc
Normal file
|
@ -0,0 +1,186 @@
|
|||
$cd id1/models/fish
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame attack1 attack2 attack3 attack4 attack5 attack6
|
||||
$frame attack7 attack8 attack9 attack10 attack11 attack12 attack13
|
||||
$frame attack14 attack15 attack16 attack17 attack18
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7
|
||||
$frame death8 death9 death10 death11 death12 death13 death14 death15
|
||||
$frame death16 death17 death18 death19 death20 death21
|
||||
|
||||
$frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8
|
||||
$frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17
|
||||
$frame swim18
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8
|
||||
$frame pain9
|
||||
|
||||
void() swimmonster_start;
|
||||
|
||||
void() f_stand1 =[ $swim1, f_stand2 ] {ai_stand();};
|
||||
void() f_stand2 =[ $swim2, f_stand3 ] {ai_stand();};
|
||||
void() f_stand3 =[ $swim3, f_stand4 ] {ai_stand();};
|
||||
void() f_stand4 =[ $swim4, f_stand5 ] {ai_stand();};
|
||||
void() f_stand5 =[ $swim5, f_stand6 ] {ai_stand();};
|
||||
void() f_stand6 =[ $swim6, f_stand7 ] {ai_stand();};
|
||||
void() f_stand7 =[ $swim7, f_stand8 ] {ai_stand();};
|
||||
void() f_stand8 =[ $swim8, f_stand9 ] {ai_stand();};
|
||||
void() f_stand9 =[ $swim9, f_stand10 ] {ai_stand();};
|
||||
void() f_stand10 =[ $swim10, f_stand11 ] {ai_stand();};
|
||||
void() f_stand11 =[ $swim11, f_stand12 ] {ai_stand();};
|
||||
void() f_stand12 =[ $swim12, f_stand13 ] {ai_stand();};
|
||||
void() f_stand13 =[ $swim13, f_stand14 ] {ai_stand();};
|
||||
void() f_stand14 =[ $swim14, f_stand15 ] {ai_stand();};
|
||||
void() f_stand15 =[ $swim15, f_stand16 ] {ai_stand();};
|
||||
void() f_stand16 =[ $swim16, f_stand17 ] {ai_stand();};
|
||||
void() f_stand17 =[ $swim17, f_stand18 ] {ai_stand();};
|
||||
void() f_stand18 =[ $swim18, f_stand1 ] {ai_stand();};
|
||||
|
||||
void() f_walk1 =[ $swim1, f_walk2 ] {ai_walk(8);};
|
||||
void() f_walk2 =[ $swim2, f_walk3 ] {ai_walk(8);};
|
||||
void() f_walk3 =[ $swim3, f_walk4 ] {ai_walk(8);};
|
||||
void() f_walk4 =[ $swim4, f_walk5 ] {ai_walk(8);};
|
||||
void() f_walk5 =[ $swim5, f_walk6 ] {ai_walk(8);};
|
||||
void() f_walk6 =[ $swim6, f_walk7 ] {ai_walk(8);};
|
||||
void() f_walk7 =[ $swim7, f_walk8 ] {ai_walk(8);};
|
||||
void() f_walk8 =[ $swim8, f_walk9 ] {ai_walk(8);};
|
||||
void() f_walk9 =[ $swim9, f_walk10 ] {ai_walk(8);};
|
||||
void() f_walk10 =[ $swim10, f_walk11 ] {ai_walk(8);};
|
||||
void() f_walk11 =[ $swim11, f_walk12 ] {ai_walk(8);};
|
||||
void() f_walk12 =[ $swim12, f_walk13 ] {ai_walk(8);};
|
||||
void() f_walk13 =[ $swim13, f_walk14 ] {ai_walk(8);};
|
||||
void() f_walk14 =[ $swim14, f_walk15 ] {ai_walk(8);};
|
||||
void() f_walk15 =[ $swim15, f_walk16 ] {ai_walk(8);};
|
||||
void() f_walk16 =[ $swim16, f_walk17 ] {ai_walk(8);};
|
||||
void() f_walk17 =[ $swim17, f_walk18 ] {ai_walk(8);};
|
||||
void() f_walk18 =[ $swim18, f_walk1 ] {ai_walk(8);};
|
||||
|
||||
void() f_run1 =[ $swim1, f_run2 ] {ai_run(12);
|
||||
if (random() < 0.5)
|
||||
sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() f_run2 =[ $swim3, f_run3 ] {ai_run(12);};
|
||||
void() f_run3 =[ $swim5, f_run4 ] {ai_run(12);};
|
||||
void() f_run4 =[ $swim7, f_run5 ] {ai_run(12);};
|
||||
void() f_run5 =[ $swim9, f_run6 ] {ai_run(12);};
|
||||
void() f_run6 =[ $swim11, f_run7 ] {ai_run(12);};
|
||||
void() f_run7 =[ $swim13, f_run8 ] {ai_run(12);};
|
||||
void() f_run8 =[ $swim15, f_run9 ] {ai_run(12);};
|
||||
void() f_run9 =[ $swim17, f_run1 ] {ai_run(12);};
|
||||
|
||||
void() fish_melee =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return; // removed before stroke
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 60)
|
||||
return;
|
||||
|
||||
sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM);
|
||||
ldmg = (random() + random()) * 3;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
};
|
||||
|
||||
void() f_attack1 =[ $attack1, f_attack2 ] {ai_charge(10);};
|
||||
void() f_attack2 =[ $attack2, f_attack3 ] {ai_charge(10);};
|
||||
void() f_attack3 =[ $attack3, f_attack4 ] {fish_melee();};
|
||||
void() f_attack4 =[ $attack4, f_attack5 ] {ai_charge(10);};
|
||||
void() f_attack5 =[ $attack5, f_attack6 ] {ai_charge(10);};
|
||||
void() f_attack6 =[ $attack6, f_attack7 ] {ai_charge(10);};
|
||||
void() f_attack7 =[ $attack7, f_attack8 ] {ai_charge(10);};
|
||||
void() f_attack8 =[ $attack8, f_attack9 ] {ai_charge(10);};
|
||||
void() f_attack9 =[ $attack9, f_attack10] {fish_melee();};
|
||||
void() f_attack10 =[ $attack10, f_attack11] {ai_charge(10);};
|
||||
void() f_attack11 =[ $attack11, f_attack12] {ai_charge(10);};
|
||||
void() f_attack12 =[ $attack12, f_attack13] {ai_charge(10);};
|
||||
void() f_attack13 =[ $attack13, f_attack14] {ai_charge(10);};
|
||||
void() f_attack14 =[ $attack14, f_attack15] {ai_charge(10);};
|
||||
void() f_attack15 =[ $attack15, f_attack16] {fish_melee();};
|
||||
void() f_attack16 =[ $attack16, f_attack17] {ai_charge(10);};
|
||||
void() f_attack17 =[ $attack17, f_attack18] {ai_charge(10);};
|
||||
void() f_attack18 =[ $attack18, f_run1 ] {ai_charge(10);};
|
||||
|
||||
void() f_death1 =[ $death1, f_death2 ] {
|
||||
sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() f_death2 =[ $death2, f_death3 ] {};
|
||||
void() f_death3 =[ $death3, f_death4 ] {};
|
||||
void() f_death4 =[ $death4, f_death5 ] {};
|
||||
void() f_death5 =[ $death5, f_death6 ] {};
|
||||
void() f_death6 =[ $death6, f_death7 ] {};
|
||||
void() f_death7 =[ $death7, f_death8 ] {};
|
||||
void() f_death8 =[ $death8, f_death9 ] {};
|
||||
void() f_death9 =[ $death9, f_death10 ] {};
|
||||
void() f_death10 =[ $death10, f_death11 ] {};
|
||||
void() f_death11 =[ $death11, f_death12 ] {};
|
||||
void() f_death12 =[ $death12, f_death13 ] {};
|
||||
void() f_death13 =[ $death13, f_death14 ] {};
|
||||
void() f_death14 =[ $death14, f_death15 ] {};
|
||||
void() f_death15 =[ $death15, f_death16 ] {};
|
||||
void() f_death16 =[ $death16, f_death17 ] {};
|
||||
void() f_death17 =[ $death17, f_death18 ] {};
|
||||
void() f_death18 =[ $death18, f_death19 ] {};
|
||||
void() f_death19 =[ $death19, f_death20 ] {};
|
||||
void() f_death20 =[ $death20, f_death21 ] {};
|
||||
void() f_death21 =[ $death21, f_death21 ] {self.solid = SOLID_NOT;};
|
||||
|
||||
void() f_pain1 =[ $pain1, f_pain2 ] {};
|
||||
void() f_pain2 =[ $pain2, f_pain3 ] {ai_pain(6);};
|
||||
void() f_pain3 =[ $pain3, f_pain4 ] {ai_pain(6);};
|
||||
void() f_pain4 =[ $pain4, f_pain5 ] {ai_pain(6);};
|
||||
void() f_pain5 =[ $pain5, f_pain6 ] {ai_pain(6);};
|
||||
void() f_pain6 =[ $pain6, f_pain7 ] {ai_pain(6);};
|
||||
void() f_pain7 =[ $pain7, f_pain8 ] {ai_pain(6);};
|
||||
void() f_pain8 =[ $pain8, f_pain9 ] {ai_pain(6);};
|
||||
void() f_pain9 =[ $pain9, f_run1 ] {ai_pain(6);};
|
||||
|
||||
void(entity attacker, float damage) fish_pain =
|
||||
{
|
||||
|
||||
// fish allways do pain frames
|
||||
f_pain1 ();
|
||||
};
|
||||
|
||||
|
||||
|
||||
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush
|
||||
*/
|
||||
void() monster_fish =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model2 ("progs/fish.mdl");
|
||||
|
||||
precache_sound2 ("fish/death.wav");
|
||||
precache_sound2 ("fish/bite.wav");
|
||||
precache_sound2 ("fish/idle.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/fish.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 24');
|
||||
self.health = 25;
|
||||
|
||||
self.th_stand = f_stand1;
|
||||
self.th_walk = f_walk1;
|
||||
self.th_run = f_run1;
|
||||
self.th_die = f_death1;
|
||||
self.th_pain = fish_pain;
|
||||
self.th_melee = f_attack1;
|
||||
|
||||
swimmonster_start ();
|
||||
};
|
||||
|
8
nqw/flag.qc
Normal file
8
nqw/flag.qc
Normal file
|
@ -0,0 +1,8 @@
|
|||
/*QUAKED item_deathball (.3 .3 1) (0 0 0) (32 32 32)
|
||||
*/
|
||||
void() deathball_touch;
|
||||
|
||||
void() item_deathball =
|
||||
{
|
||||
self.touch = deathball_touch;
|
||||
};
|
21
nqw/history-rus.txt
Normal file
21
nqw/history-rus.txt
Normal file
|
@ -0,0 +1,21 @@
|
|||
Single Player Game for ZQuake, v.0.04 --- version history
|
||||
|
||||
0.04
|
||||
- Пофиксил баг с исчезновением ключей в режиме кооперативной игры.
|
||||
- Переименовал qwprogs.dat в spprogs.dat (новые версии ZQuake
|
||||
автоматически загружают spprogs.dat вместо qwprogs.dat, если
|
||||
deathmatch = 0).
|
||||
|
||||
0.03
|
||||
- Пофиксил баг QW, из-за которого не отображались гибы после
|
||||
прохождения карты e1m7
|
||||
- Пофиксил damage для shambler'а от ракет и шафта.
|
||||
|
||||
0.02
|
||||
- Пофиксил глюк с картой end (клиент вылетал с сообщением "CL_SetStat:
|
||||
42 is invalid").
|
||||
- Добавил сообщения о смерти игрока от рук монстров :)
|
||||
|
||||
0.01
|
||||
Самый первый релиз. Спустя месяц после написания патча я решил
|
||||
поделиться им с квак-общественностью.
|
21
nqw/history.txt
Normal file
21
nqw/history.txt
Normal file
|
@ -0,0 +1,21 @@
|
|||
Single Player Game for ZQuake, v.0.04 --- version history
|
||||
|
||||
0.04
|
||||
- Fixed the bug with keys disappearing on pickup in coop games.
|
||||
- Renaded qwprogs.dat to spprogs.dat (new ZQuake versions
|
||||
automatically load spprogs.dat instead of qwprogs.dat for when
|
||||
deathmatch is 0).
|
||||
|
||||
0.03
|
||||
- Fixed the old QW bug that caused monster gibs to disappear when
|
||||
completing the e1m7 map.
|
||||
- Corrected the amount of damage taken by Shambler when you attack him
|
||||
with shaft or rockets.
|
||||
|
||||
0.02
|
||||
- Fixed the bug on map end (the client was dropping to console with
|
||||
a "CL_SetStat: 42 is invalid" message).
|
||||
- Added single player death messages.
|
||||
|
||||
0.01
|
||||
The first release.
|
440
nqw/hknight.qc
Normal file
440
nqw/hknight.qc
Normal file
|
@ -0,0 +1,440 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
KNIGHT
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/knight2
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
|
||||
$frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17
|
||||
$frame walk18 walk19 walk20
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
$frame death9 death10 death11 death12
|
||||
|
||||
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
|
||||
$frame deathb9
|
||||
|
||||
$frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8
|
||||
$frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16
|
||||
|
||||
$frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8
|
||||
$frame magica9 magica10 magica11 magica12 magica13 magica14
|
||||
|
||||
$frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8
|
||||
$frame magicb9 magicb10 magicb11 magicb12 magicb13
|
||||
|
||||
$frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6
|
||||
|
||||
$frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10
|
||||
|
||||
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10
|
||||
$frame smash11
|
||||
|
||||
$frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7
|
||||
$frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14
|
||||
$frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20
|
||||
$frame w_attack21 w_attack22
|
||||
|
||||
$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
|
||||
$frame magicc9 magicc10 magicc11
|
||||
|
||||
|
||||
void() hknight_char_a1;
|
||||
void() hknight_run1;
|
||||
void() hk_idle_sound;
|
||||
|
||||
void(float offset) hknight_shot =
|
||||
{
|
||||
local vector offang;
|
||||
local vector org, vec;
|
||||
|
||||
offang = vectoangles (self.enemy.origin - self.origin);
|
||||
offang_y = offang_y + offset * 6;
|
||||
|
||||
makevectors (offang);
|
||||
|
||||
org = self.origin + self.mins + self.size*0.5 + v_forward * 20;
|
||||
|
||||
// set missile speed
|
||||
vec = normalize (v_forward);
|
||||
vec_z = 0 - vec_z + (random() - 0.5)*0.1;
|
||||
|
||||
launch_spike (org, vec);
|
||||
newmis.classname = "knightspike";
|
||||
setmodel (newmis, "progs/k_spike.mdl");
|
||||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||||
newmis.velocity = vec*300;
|
||||
sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void() CheckForCharge =
|
||||
{
|
||||
// check for mad charge
|
||||
if (!enemy_vis)
|
||||
return;
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
if ( fabs(self.origin_z - self.enemy.origin_z) > 20)
|
||||
return; // too much height change
|
||||
if ( vlen (self.origin - self.enemy.origin) < 80)
|
||||
return; // use regular attack
|
||||
|
||||
// charge
|
||||
SUB_AttackFinished (2);
|
||||
hknight_char_a1 ();
|
||||
|
||||
};
|
||||
|
||||
void() CheckContinueCharge =
|
||||
{
|
||||
if (time > self.attack_finished)
|
||||
{
|
||||
SUB_AttackFinished (3);
|
||||
hknight_run1 ();
|
||||
return; // done charging
|
||||
}
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_stand1 =[ $stand1, hknight_stand2 ] {ai_stand();};
|
||||
void() hknight_stand2 =[ $stand2, hknight_stand3 ] {ai_stand();};
|
||||
void() hknight_stand3 =[ $stand3, hknight_stand4 ] {ai_stand();};
|
||||
void() hknight_stand4 =[ $stand4, hknight_stand5 ] {ai_stand();};
|
||||
void() hknight_stand5 =[ $stand5, hknight_stand6 ] {ai_stand();};
|
||||
void() hknight_stand6 =[ $stand6, hknight_stand7 ] {ai_stand();};
|
||||
void() hknight_stand7 =[ $stand7, hknight_stand8 ] {ai_stand();};
|
||||
void() hknight_stand8 =[ $stand8, hknight_stand9 ] {ai_stand();};
|
||||
void() hknight_stand9 =[ $stand9, hknight_stand1 ] {ai_stand();};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_walk1 =[ $walk1, hknight_walk2 ] {
|
||||
hk_idle_sound();
|
||||
ai_walk(2);};
|
||||
void() hknight_walk2 =[ $walk2, hknight_walk3 ] {ai_walk(5);};
|
||||
void() hknight_walk3 =[ $walk3, hknight_walk4 ] {ai_walk(5);};
|
||||
void() hknight_walk4 =[ $walk4, hknight_walk5 ] {ai_walk(4);};
|
||||
void() hknight_walk5 =[ $walk5, hknight_walk6 ] {ai_walk(4);};
|
||||
void() hknight_walk6 =[ $walk6, hknight_walk7 ] {ai_walk(2);};
|
||||
void() hknight_walk7 =[ $walk7, hknight_walk8 ] {ai_walk(2);};
|
||||
void() hknight_walk8 =[ $walk8, hknight_walk9 ] {ai_walk(3);};
|
||||
void() hknight_walk9 =[ $walk9, hknight_walk10 ] {ai_walk(3);};
|
||||
void() hknight_walk10 =[ $walk10, hknight_walk11 ] {ai_walk(4);};
|
||||
void() hknight_walk11 =[ $walk11, hknight_walk12 ] {ai_walk(3);};
|
||||
void() hknight_walk12 =[ $walk12, hknight_walk13 ] {ai_walk(4);};
|
||||
void() hknight_walk13 =[ $walk13, hknight_walk14 ] {ai_walk(6);};
|
||||
void() hknight_walk14 =[ $walk14, hknight_walk15 ] {ai_walk(2);};
|
||||
void() hknight_walk15 =[ $walk15, hknight_walk16 ] {ai_walk(2);};
|
||||
void() hknight_walk16 =[ $walk16, hknight_walk17 ] {ai_walk(4);};
|
||||
void() hknight_walk17 =[ $walk17, hknight_walk18 ] {ai_walk(3);};
|
||||
void() hknight_walk18 =[ $walk18, hknight_walk19 ] {ai_walk(3);};
|
||||
void() hknight_walk19 =[ $walk19, hknight_walk20 ] {ai_walk(3);};
|
||||
void() hknight_walk20 =[ $walk20, hknight_walk1 ] {ai_walk(2);};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_run1 =[ $run1, hknight_run2 ] {
|
||||
hk_idle_sound();
|
||||
ai_run (20); CheckForCharge (); };
|
||||
void() hknight_run2 =[ $run2, hknight_run3 ] {ai_run(25);};
|
||||
void() hknight_run3 =[ $run3, hknight_run4 ] {ai_run(18);};
|
||||
void() hknight_run4 =[ $run4, hknight_run5 ] {ai_run(16);};
|
||||
void() hknight_run5 =[ $run5, hknight_run6 ] {ai_run(14);};
|
||||
void() hknight_run6 =[ $run6, hknight_run7 ] {ai_run(25);};
|
||||
void() hknight_run7 =[ $run7, hknight_run8 ] {ai_run(21);};
|
||||
void() hknight_run8 =[ $run8, hknight_run1 ] {ai_run(13);};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_pain1 =[ $pain1, hknight_pain2 ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);};
|
||||
void() hknight_pain2 =[ $pain2, hknight_pain3 ] {};
|
||||
void() hknight_pain3 =[ $pain3, hknight_pain4 ] {};
|
||||
void() hknight_pain4 =[ $pain4, hknight_pain5 ] {};
|
||||
void() hknight_pain5 =[ $pain5, hknight_run1 ] {};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_die1 =[ $death1, hknight_die2 ] {ai_forward(10);};
|
||||
void() hknight_die2 =[ $death2, hknight_die3 ] {ai_forward(8);};
|
||||
void() hknight_die3 =[ $death3, hknight_die4 ]
|
||||
{self.solid = SOLID_NOT; ai_forward(7);};
|
||||
void() hknight_die4 =[ $death4, hknight_die5 ] {};
|
||||
void() hknight_die5 =[ $death5, hknight_die6 ] {};
|
||||
void() hknight_die6 =[ $death6, hknight_die7 ] {};
|
||||
void() hknight_die7 =[ $death7, hknight_die8 ] {};
|
||||
void() hknight_die8 =[ $death8, hknight_die9 ] {ai_forward(10);};
|
||||
void() hknight_die9 =[ $death9, hknight_die10 ] {ai_forward(11);};
|
||||
void() hknight_die10 =[ $death10, hknight_die11 ] {};
|
||||
void() hknight_die11 =[ $death11, hknight_die12 ] {};
|
||||
void() hknight_die12 =[ $death12, hknight_die12 ] {};
|
||||
|
||||
void() hknight_dieb1 =[ $deathb1, hknight_dieb2 ] {};
|
||||
void() hknight_dieb2 =[ $deathb2, hknight_dieb3 ] {};
|
||||
void() hknight_dieb3 =[ $deathb3, hknight_dieb4 ]
|
||||
{self.solid = SOLID_NOT;};
|
||||
void() hknight_dieb4 =[ $deathb4, hknight_dieb5 ] {};
|
||||
void() hknight_dieb5 =[ $deathb5, hknight_dieb6 ] {};
|
||||
void() hknight_dieb6 =[ $deathb6, hknight_dieb7 ] {};
|
||||
void() hknight_dieb7 =[ $deathb7, hknight_dieb8 ] {};
|
||||
void() hknight_dieb8 =[ $deathb8, hknight_dieb9 ] {};
|
||||
void() hknight_dieb9 =[ $deathb9, hknight_dieb9 ] {};
|
||||
|
||||
void() hknight_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -40)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_hellkn.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM);
|
||||
if (random() > 0.5)
|
||||
hknight_die1 ();
|
||||
else
|
||||
hknight_dieb1 ();
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_magica1 =[ $magica1, hknight_magica2 ] {ai_face();};
|
||||
void() hknight_magica2 =[ $magica2, hknight_magica3 ] {ai_face();};
|
||||
void() hknight_magica3 =[ $magica3, hknight_magica4 ] {ai_face();};
|
||||
void() hknight_magica4 =[ $magica4, hknight_magica5 ] {ai_face();};
|
||||
void() hknight_magica5 =[ $magica5, hknight_magica6 ] {ai_face();};
|
||||
void() hknight_magica6 =[ $magica6, hknight_magica7 ] {ai_face();};
|
||||
void() hknight_magica7 =[ $magica7, hknight_magica8 ] {hknight_shot(-2);};
|
||||
void() hknight_magica8 =[ $magica8, hknight_magica9 ] {hknight_shot(-1);};
|
||||
void() hknight_magica9 =[ $magica9, hknight_magica10] {hknight_shot(0);};
|
||||
void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);};
|
||||
void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);};
|
||||
void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);};
|
||||
void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();};
|
||||
void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_magicb1 =[ $magicb1, hknight_magicb2 ] {ai_face();};
|
||||
void() hknight_magicb2 =[ $magicb2, hknight_magicb3 ] {ai_face();};
|
||||
void() hknight_magicb3 =[ $magicb3, hknight_magicb4 ] {ai_face();};
|
||||
void() hknight_magicb4 =[ $magicb4, hknight_magicb5 ] {ai_face();};
|
||||
void() hknight_magicb5 =[ $magicb5, hknight_magicb6 ] {ai_face();};
|
||||
void() hknight_magicb6 =[ $magicb6, hknight_magicb7 ] {ai_face();};
|
||||
void() hknight_magicb7 =[ $magicb7, hknight_magicb8 ] {hknight_shot(-2);};
|
||||
void() hknight_magicb8 =[ $magicb8, hknight_magicb9 ] {hknight_shot(-1);};
|
||||
void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);};
|
||||
void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);};
|
||||
void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);};
|
||||
void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);};
|
||||
void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_magicc1 =[ $magicc1, hknight_magicc2 ] {ai_face();};
|
||||
void() hknight_magicc2 =[ $magicc2, hknight_magicc3 ] {ai_face();};
|
||||
void() hknight_magicc3 =[ $magicc3, hknight_magicc4 ] {ai_face();};
|
||||
void() hknight_magicc4 =[ $magicc4, hknight_magicc5 ] {ai_face();};
|
||||
void() hknight_magicc5 =[ $magicc5, hknight_magicc6 ] {ai_face();};
|
||||
void() hknight_magicc6 =[ $magicc6, hknight_magicc7 ] {hknight_shot(-2);};
|
||||
void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);};
|
||||
void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);};
|
||||
void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);};
|
||||
void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);};
|
||||
void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_char_a1 =[ $char_a1, hknight_char_a2 ] {ai_charge(20);};
|
||||
void() hknight_char_a2 =[ $char_a2, hknight_char_a3 ] {ai_charge(25);};
|
||||
void() hknight_char_a3 =[ $char_a3, hknight_char_a4 ] {ai_charge(18);};
|
||||
void() hknight_char_a4 =[ $char_a4, hknight_char_a5 ] {ai_charge(16);};
|
||||
void() hknight_char_a5 =[ $char_a5, hknight_char_a6 ] {ai_charge(14);};
|
||||
void() hknight_char_a6 =[ $char_a6, hknight_char_a7 ] {ai_charge(20); ai_melee();};
|
||||
void() hknight_char_a7 =[ $char_a7, hknight_char_a8 ] {ai_charge(21); ai_melee();};
|
||||
void() hknight_char_a8 =[ $char_a8, hknight_char_a9 ] {ai_charge(13); ai_melee();};
|
||||
void() hknight_char_a9 =[ $char_a9, hknight_char_a10 ] {ai_charge(20); ai_melee();};
|
||||
void() hknight_char_a10=[ $char_a10, hknight_char_a11 ] {ai_charge(20); ai_melee();};
|
||||
void() hknight_char_a11=[ $char_a11, hknight_char_a12 ] {ai_charge(18); ai_melee();};
|
||||
void() hknight_char_a12=[ $char_a12, hknight_char_a13 ] {ai_charge(16);};
|
||||
void() hknight_char_a13=[ $char_a13, hknight_char_a14 ] {ai_charge(14);};
|
||||
void() hknight_char_a14=[ $char_a14, hknight_char_a15 ] {ai_charge(25);};
|
||||
void() hknight_char_a15=[ $char_a15, hknight_char_a16 ] {ai_charge(21);};
|
||||
void() hknight_char_a16=[ $char_a16, hknight_run1 ] {ai_charge(13);};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_char_b1 =[ $char_b1, hknight_char_b2 ]
|
||||
{CheckContinueCharge (); ai_charge(23); ai_melee();};
|
||||
void() hknight_char_b2 =[ $char_b2, hknight_char_b3 ] {ai_charge(17); ai_melee();};
|
||||
void() hknight_char_b3 =[ $char_b3, hknight_char_b4 ] {ai_charge(12); ai_melee();};
|
||||
void() hknight_char_b4 =[ $char_b4, hknight_char_b5 ] {ai_charge(22); ai_melee();};
|
||||
void() hknight_char_b5 =[ $char_b5, hknight_char_b6 ] {ai_charge(18); ai_melee();};
|
||||
void() hknight_char_b6 =[ $char_b6, hknight_char_b1 ] {ai_charge(8); ai_melee();};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_slice1 =[ $slice1, hknight_slice2 ] {ai_charge(9);};
|
||||
void() hknight_slice2 =[ $slice2, hknight_slice3 ] {ai_charge(6);};
|
||||
void() hknight_slice3 =[ $slice3, hknight_slice4 ] {ai_charge(13);};
|
||||
void() hknight_slice4 =[ $slice4, hknight_slice5 ] {ai_charge(4);};
|
||||
void() hknight_slice5 =[ $slice5, hknight_slice6 ] {ai_charge(7); ai_melee();};
|
||||
void() hknight_slice6 =[ $slice6, hknight_slice7 ] {ai_charge(15); ai_melee();};
|
||||
void() hknight_slice7 =[ $slice7, hknight_slice8 ] {ai_charge(8); ai_melee();};
|
||||
void() hknight_slice8 =[ $slice8, hknight_slice9 ] {ai_charge(2); ai_melee();};
|
||||
void() hknight_slice9 =[ $slice9, hknight_slice10 ] {ai_melee();};
|
||||
void() hknight_slice10 =[ $slice10, hknight_run1 ] {ai_charge(3);};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() hknight_smash1 =[ $smash1, hknight_smash2 ] {ai_charge(1);};
|
||||
void() hknight_smash2 =[ $smash2, hknight_smash3 ] {ai_charge(13);};
|
||||
void() hknight_smash3 =[ $smash3, hknight_smash4 ] {ai_charge(9);};
|
||||
void() hknight_smash4 =[ $smash4, hknight_smash5 ] {ai_charge(11);};
|
||||
void() hknight_smash5 =[ $smash5, hknight_smash6 ] {ai_charge(10); ai_melee();};
|
||||
void() hknight_smash6 =[ $smash6, hknight_smash7 ] {ai_charge(7); ai_melee();};
|
||||
void() hknight_smash7 =[ $smash7, hknight_smash8 ] {ai_charge(12); ai_melee();};
|
||||
void() hknight_smash8 =[ $smash8, hknight_smash9 ] {ai_charge(2); ai_melee();};
|
||||
void() hknight_smash9 =[ $smash9, hknight_smash10 ] {ai_charge(3); ai_melee();};
|
||||
void() hknight_smash10 =[ $smash10, hknight_smash11 ] {ai_charge(0);};
|
||||
void() hknight_smash11 =[ $smash11, hknight_run1 ] {ai_charge(0);};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hknight_watk1 =[ $w_attack1, hknight_watk2 ] {ai_charge(2);};
|
||||
void() hknight_watk2 =[ $w_attack2, hknight_watk3 ] {ai_charge(0);};
|
||||
void() hknight_watk3 =[ $w_attack3, hknight_watk4 ] {ai_charge(0);};
|
||||
void() hknight_watk4 =[ $w_attack4, hknight_watk5 ] {ai_melee();};
|
||||
void() hknight_watk5 =[ $w_attack5, hknight_watk6 ] {ai_melee();};
|
||||
void() hknight_watk6 =[ $w_attack6, hknight_watk7 ] {ai_melee();};
|
||||
void() hknight_watk7 =[ $w_attack7, hknight_watk8 ] {ai_charge(1);};
|
||||
void() hknight_watk8 =[ $w_attack8, hknight_watk9 ] {ai_charge(4);};
|
||||
void() hknight_watk9 =[ $w_attack9, hknight_watk10 ] {ai_charge(5);};
|
||||
void() hknight_watk10 =[ $w_attack10, hknight_watk11 ] {ai_charge(3); ai_melee();};
|
||||
void() hknight_watk11 =[ $w_attack11, hknight_watk12 ] {ai_charge(2); ai_melee();};
|
||||
void() hknight_watk12 =[ $w_attack12, hknight_watk13 ] {ai_charge(2); ai_melee();};
|
||||
void() hknight_watk13 =[ $w_attack13, hknight_watk14 ] {ai_charge(0);};
|
||||
void() hknight_watk14 =[ $w_attack14, hknight_watk15 ] {ai_charge(0);};
|
||||
void() hknight_watk15 =[ $w_attack15, hknight_watk16 ] {ai_charge(0);};
|
||||
void() hknight_watk16 =[ $w_attack16, hknight_watk17 ] {ai_charge(1);};
|
||||
void() hknight_watk17 =[ $w_attack17, hknight_watk18 ] {ai_charge(1); ai_melee();};
|
||||
void() hknight_watk18 =[ $w_attack18, hknight_watk19 ] {ai_charge(3); ai_melee();};
|
||||
void() hknight_watk19 =[ $w_attack19, hknight_watk20 ] {ai_charge(4); ai_melee();};
|
||||
void() hknight_watk20 =[ $w_attack20, hknight_watk21 ] {ai_charge(6);};
|
||||
void() hknight_watk21 =[ $w_attack21, hknight_watk22 ] {ai_charge(7);};
|
||||
void() hknight_watk22 =[ $w_attack22, hknight_run1 ] {ai_charge(3);};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hk_idle_sound =
|
||||
{
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void(entity attacker, float damage) hknight_pain =
|
||||
{
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
|
||||
sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);
|
||||
|
||||
if (time - self.pain_finished > 5)
|
||||
{ // allways go into pain frame if it has been a while
|
||||
hknight_pain1 ();
|
||||
self.pain_finished = time + 1;
|
||||
return;
|
||||
}
|
||||
|
||||
if ((random()*30 > damage) )
|
||||
return; // didn't flinch
|
||||
|
||||
self.pain_finished = time + 1;
|
||||
hknight_pain1 ();
|
||||
};
|
||||
|
||||
float hknight_type;
|
||||
|
||||
void() hknight_melee =
|
||||
{
|
||||
hknight_type = hknight_type + 1;
|
||||
|
||||
sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM);
|
||||
if (hknight_type == 1)
|
||||
hknight_slice1 ();
|
||||
else if (hknight_type == 2)
|
||||
hknight_smash1 ();
|
||||
else if (hknight_type == 3)
|
||||
{
|
||||
hknight_watk1 ();
|
||||
hknight_type = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
*/
|
||||
void() monster_hell_knight =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model2 ("progs/hknight.mdl");
|
||||
precache_model2 ("progs/k_spike.mdl");
|
||||
precache_model2 ("progs/h_hellkn.mdl");
|
||||
|
||||
|
||||
precache_sound2 ("hknight/attack1.wav");
|
||||
precache_sound2 ("hknight/death1.wav");
|
||||
precache_sound2 ("hknight/pain1.wav");
|
||||
precache_sound2 ("hknight/sight1.wav");
|
||||
precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2
|
||||
precache_sound2 ("hknight/slash1.wav");
|
||||
precache_sound2 ("hknight/idle.wav");
|
||||
precache_sound2 ("hknight/grunt.wav");
|
||||
|
||||
precache_sound ("knight/sword1.wav");
|
||||
precache_sound ("knight/sword2.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/hknight.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 250;
|
||||
|
||||
self.th_stand = hknight_stand1;
|
||||
self.th_walk = hknight_walk1;
|
||||
self.th_run = hknight_run1;
|
||||
self.th_melee = hknight_melee;
|
||||
self.th_missile = hknight_magicc1;
|
||||
self.th_pain = hknight_pain;
|
||||
self.th_die = hknight_die;
|
||||
|
||||
walkmonster_start ();
|
||||
};
|
1660
nqw/items.qc
Normal file
1660
nqw/items.qc
Normal file
File diff suppressed because it is too large
Load diff
270
nqw/knight.qc
Normal file
270
nqw/knight.qc
Normal file
|
@ -0,0 +1,270 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
KNIGHT
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/knight
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin badass3
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
||||
|
||||
$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
|
||||
|
||||
//frame runc1 runc2 runc3 runc4 runc5 runc6
|
||||
|
||||
$frame runattack1 runattack2 runattack3 runattack4 runattack5
|
||||
$frame runattack6 runattack7 runattack8 runattack9 runattack10
|
||||
$frame runattack11
|
||||
|
||||
$frame pain1 pain2 pain3
|
||||
|
||||
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
|
||||
$frame painb10 painb11
|
||||
|
||||
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
|
||||
//frame attack8 attack9 attack10 attack11
|
||||
|
||||
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
|
||||
$frame attackb6 attackb7 attackb8 attackb9 attackb10
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
|
||||
$frame walk10 walk11 walk12 walk13 walk14
|
||||
|
||||
$frame kneel1 kneel2 kneel3 kneel4 kneel5
|
||||
|
||||
$frame standing2 standing3 standing4 standing5
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
$frame death9 death10
|
||||
|
||||
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
|
||||
$frame deathb9 deathb10 deathb11
|
||||
|
||||
void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();};
|
||||
void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();};
|
||||
void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();};
|
||||
void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();};
|
||||
void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();};
|
||||
void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();};
|
||||
void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();};
|
||||
void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();};
|
||||
void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();};
|
||||
|
||||
void() knight_walk1 =[ $walk1, knight_walk2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
|
||||
ai_walk(3);};
|
||||
void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);};
|
||||
void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);};
|
||||
void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);};
|
||||
void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);};
|
||||
void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);};
|
||||
void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);};
|
||||
void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);};
|
||||
void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);};
|
||||
void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);};
|
||||
void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);};
|
||||
void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);};
|
||||
void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);};
|
||||
void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);};
|
||||
|
||||
|
||||
void() knight_run1 =[ $runb1, knight_run2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
|
||||
ai_run(16);};
|
||||
void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);};
|
||||
void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);};
|
||||
void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);};
|
||||
void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);};
|
||||
void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);};
|
||||
void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);};
|
||||
void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);};
|
||||
|
||||
|
||||
void() knight_runatk1 =[ $runattack1, knight_runatk2 ]
|
||||
{
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
|
||||
ai_charge(20);
|
||||
};
|
||||
void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();};
|
||||
void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();};
|
||||
void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();};
|
||||
void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();};
|
||||
void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();};
|
||||
void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();};
|
||||
void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();};
|
||||
void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();};
|
||||
void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();};
|
||||
void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);};
|
||||
|
||||
void() knight_atk1 =[ $attackb1, knight_atk2 ]
|
||||
{
|
||||
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
|
||||
ai_charge(0);};
|
||||
void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);};
|
||||
void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);};
|
||||
void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);};
|
||||
void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);};
|
||||
void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();};
|
||||
void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();};
|
||||
void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3);
|
||||
ai_melee();};
|
||||
void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);};
|
||||
void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);};
|
||||
|
||||
//void() knight_atk9 =[ $attack9, knight_atk10 ] {};
|
||||
//void() knight_atk10 =[ $attack10, knight_atk11 ] {};
|
||||
//void() knight_atk11 =[ $attack11, knight_run1 ] {};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() knight_pain1 =[ $pain1, knight_pain2 ] {};
|
||||
void() knight_pain2 =[ $pain2, knight_pain3 ] {};
|
||||
void() knight_pain3 =[ $pain3, knight_run1 ] {};
|
||||
|
||||
void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);};
|
||||
void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);};
|
||||
void() knight_painb3 =[ $painb3, knight_painb4 ] {};
|
||||
void() knight_painb4 =[ $painb4, knight_painb5 ] {};
|
||||
void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);};
|
||||
void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);};
|
||||
void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);};
|
||||
void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);};
|
||||
void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);};
|
||||
void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);};
|
||||
void() knight_painb11 =[ $painb11, knight_run1 ] {};
|
||||
|
||||
void(entity attacker, float damage) knight_pain =
|
||||
{
|
||||
local float r;
|
||||
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
|
||||
r = random();
|
||||
|
||||
sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
|
||||
if (r < 0.85)
|
||||
{
|
||||
knight_pain1 ();
|
||||
self.pain_finished = time + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
knight_painb1 ();
|
||||
self.pain_finished = time + 1;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
//===========================================================================
|
||||
|
||||
void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();};
|
||||
void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();};
|
||||
void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();};
|
||||
void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();};
|
||||
|
||||
void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();};
|
||||
|
||||
void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();};
|
||||
void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();};
|
||||
void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();};
|
||||
void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();};
|
||||
void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();};
|
||||
|
||||
|
||||
|
||||
void() knight_die1 =[ $death1, knight_die2 ] {};
|
||||
void() knight_die2 =[ $death2, knight_die3 ] {};
|
||||
void() knight_die3 =[ $death3, knight_die4 ]
|
||||
{self.solid = SOLID_NOT;};
|
||||
void() knight_die4 =[ $death4, knight_die5 ] {};
|
||||
void() knight_die5 =[ $death5, knight_die6 ] {};
|
||||
void() knight_die6 =[ $death6, knight_die7 ] {};
|
||||
void() knight_die7 =[ $death7, knight_die8 ] {};
|
||||
void() knight_die8 =[ $death8, knight_die9 ] {};
|
||||
void() knight_die9 =[ $death9, knight_die10] {};
|
||||
void() knight_die10=[ $death10, knight_die10] {};
|
||||
|
||||
|
||||
void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {};
|
||||
void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {};
|
||||
void() knight_dieb3 =[ $deathb3, knight_dieb4 ]
|
||||
{self.solid = SOLID_NOT;};
|
||||
void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {};
|
||||
void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {};
|
||||
void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {};
|
||||
void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {};
|
||||
void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {};
|
||||
void() knight_dieb9 =[ $deathb9, knight_dieb10] {};
|
||||
void() knight_dieb10 = [ $deathb10, knight_dieb11] {};
|
||||
void() knight_dieb11 = [ $deathb11, knight_dieb11] {};
|
||||
|
||||
|
||||
void() knight_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -40)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_knight.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM);
|
||||
if (random() < 0.5)
|
||||
knight_die1 ();
|
||||
else
|
||||
knight_dieb1 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
*/
|
||||
void() monster_knight =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/knight.mdl");
|
||||
precache_model ("progs/h_knight.mdl");
|
||||
|
||||
precache_sound ("knight/kdeath.wav");
|
||||
precache_sound ("knight/khurt.wav");
|
||||
precache_sound ("knight/ksight.wav");
|
||||
precache_sound ("knight/sword1.wav");
|
||||
precache_sound ("knight/sword2.wav");
|
||||
precache_sound ("knight/idle.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/knight.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 75;
|
||||
|
||||
self.th_stand = knight_stand1;
|
||||
self.th_walk = knight_walk1;
|
||||
self.th_run = knight_run1;
|
||||
self.th_melee = knight_atk1;
|
||||
self.th_pain = knight_pain;
|
||||
self.th_die = knight_die;
|
||||
|
||||
walkmonster_start ();
|
||||
};
|
727
nqw/misc.qc
Normal file
727
nqw/misc.qc
Normal file
|
@ -0,0 +1,727 @@
|
|||
|
||||
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for spotlights, etc.
|
||||
*/
|
||||
void() info_null =
|
||||
{
|
||||
remove(self);
|
||||
};
|
||||
|
||||
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for lightning.
|
||||
*/
|
||||
void() info_notnull =
|
||||
{
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
float START_OFF = 1;
|
||||
|
||||
void() light_use =
|
||||
{
|
||||
if (self.spawnflags & START_OFF)
|
||||
{
|
||||
lightstyle(self.style, "m");
|
||||
self.spawnflags = self.spawnflags - START_OFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightstyle(self.style, "a");
|
||||
self.spawnflags = self.spawnflags + START_OFF;
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||||
Non-displayed light.
|
||||
Default light value is 300
|
||||
Default style is 0
|
||||
If targeted, it will toggle between on or off.
|
||||
*/
|
||||
void() light =
|
||||
{
|
||||
if (!self.targetname)
|
||||
{ // inert light
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.style >= 32)
|
||||
{
|
||||
self.use = light_use;
|
||||
if (self.spawnflags & START_OFF)
|
||||
lightstyle(self.style, "a");
|
||||
else
|
||||
lightstyle(self.style, "m");
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||||
Non-displayed light.
|
||||
Default light value is 300
|
||||
Default style is 0
|
||||
If targeted, it will toggle between on or off.
|
||||
Makes steady fluorescent humming sound
|
||||
*/
|
||||
void() light_fluoro =
|
||||
{
|
||||
if (self.style >= 32)
|
||||
{
|
||||
self.use = light_use;
|
||||
if (self.spawnflags & START_OFF)
|
||||
lightstyle(self.style, "a");
|
||||
else
|
||||
lightstyle(self.style, "m");
|
||||
}
|
||||
|
||||
precache_sound ("ambience/fl_hum1.wav");
|
||||
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
|
||||
Non-displayed light.
|
||||
Default light value is 300
|
||||
Default style is 10
|
||||
Makes sparking, broken fluorescent sound
|
||||
*/
|
||||
void() light_fluorospark =
|
||||
{
|
||||
if (!self.style)
|
||||
self.style = 10;
|
||||
|
||||
precache_sound ("ambience/buzz1.wav");
|
||||
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
|
||||
Sphere globe light.
|
||||
Default light value is 300
|
||||
Default style is 0
|
||||
*/
|
||||
void() light_globe =
|
||||
{
|
||||
precache_model ("progs/s_light.spr");
|
||||
setmodel (self, "progs/s_light.spr");
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
void() FireAmbient =
|
||||
{
|
||||
precache_sound ("ambience/fire1.wav");
|
||||
// attenuate fast
|
||||
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
|
||||
Short wall torch
|
||||
Default light value is 200
|
||||
Default style is 0
|
||||
*/
|
||||
void() light_torch_small_walltorch =
|
||||
{
|
||||
precache_model ("progs/flame.mdl");
|
||||
setmodel (self, "progs/flame.mdl");
|
||||
FireAmbient ();
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
|
||||
Large yellow flame ball
|
||||
*/
|
||||
void() light_flame_large_yellow =
|
||||
{
|
||||
precache_model ("progs/flame2.mdl");
|
||||
setmodel (self, "progs/flame2.mdl");
|
||||
self.frame = 1;
|
||||
FireAmbient ();
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||||
Small yellow flame ball
|
||||
*/
|
||||
void() light_flame_small_yellow =
|
||||
{
|
||||
precache_model ("progs/flame2.mdl");
|
||||
setmodel (self, "progs/flame2.mdl");
|
||||
FireAmbient ();
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
|
||||
Small white flame ball
|
||||
*/
|
||||
void() light_flame_small_white =
|
||||
{
|
||||
precache_model ("progs/flame2.mdl");
|
||||
setmodel (self, "progs/flame2.mdl");
|
||||
FireAmbient ();
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
Lava Balls
|
||||
*/
|
||||
|
||||
void() fire_fly;
|
||||
void() fire_touch;
|
||||
void() misc_fireball =
|
||||
{
|
||||
|
||||
precache_model ("progs/lavaball.mdl");
|
||||
self.classname = "fireball";
|
||||
self.nextthink = time + (random() * 5);
|
||||
self.think = fire_fly;
|
||||
if (!self.speed)
|
||||
self.speed = 1000;
|
||||
};
|
||||
|
||||
void() fire_fly =
|
||||
{
|
||||
local entity fireball;
|
||||
|
||||
fireball = spawn();
|
||||
fireball.solid = SOLID_TRIGGER;
|
||||
fireball.movetype = MOVETYPE_TOSS;
|
||||
fireball.velocity = '0 0 1000';
|
||||
fireball.velocity_x = (random() * 100) - 50;
|
||||
fireball.velocity_y = (random() * 100) - 50;
|
||||
fireball.velocity_z = self.speed + (random() * 200);
|
||||
fireball.classname = "fireball";
|
||||
setmodel (fireball, "progs/lavaball.mdl");
|
||||
setsize (fireball, '0 0 0', '0 0 0');
|
||||
setorigin (fireball, self.origin);
|
||||
fireball.nextthink = time + 5;
|
||||
fireball.think = SUB_Remove;
|
||||
fireball.touch = fire_touch;
|
||||
|
||||
self.nextthink = time + (random() * 5) + 3;
|
||||
self.think = fire_fly;
|
||||
};
|
||||
|
||||
|
||||
void() fire_touch =
|
||||
{
|
||||
T_Damage (other, self, self, 20);
|
||||
remove(self);
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
void() barrel_explode =
|
||||
{
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.classname = "explo_box";
|
||||
// did say self.owner
|
||||
T_RadiusDamage (self, self, 160, world, "");
|
||||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
||||
WriteCoord (MSG_MULTICAST, self.origin_x);
|
||||
WriteCoord (MSG_MULTICAST, self.origin_y);
|
||||
WriteCoord (MSG_MULTICAST, self.origin_z+32);
|
||||
multicast (self.origin, MULTICAST_PHS);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
|
||||
|
||||
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
|
||||
TESTING THING
|
||||
*/
|
||||
|
||||
void() misc_explobox =
|
||||
{
|
||||
local float oldz;
|
||||
|
||||
self.solid = SOLID_BBOX;
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
precache_model ("maps/b_explob.bsp");
|
||||
setmodel (self, "maps/b_explob.bsp");
|
||||
setsize (self, '0 0 0', '32 32 64');
|
||||
precache_sound ("weapons/r_exp3.wav");
|
||||
self.health = 20;
|
||||
self.th_die = barrel_explode;
|
||||
self.takedamage = DAMAGE_AIM;
|
||||
|
||||
self.origin_z = self.origin_z + 2;
|
||||
oldz = self.origin_z;
|
||||
droptofloor();
|
||||
if (oldz - self.origin_z > 250)
|
||||
{
|
||||
dprint ("item fell out of level at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
remove(self);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
|
||||
Smaller exploding box, REGISTERED ONLY
|
||||
*/
|
||||
|
||||
void() misc_explobox2 =
|
||||
{
|
||||
local float oldz;
|
||||
|
||||
self.solid = SOLID_BBOX;
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
precache_model2 ("maps/b_exbox2.bsp");
|
||||
setmodel (self, "maps/b_exbox2.bsp");
|
||||
setsize (self, '0 0 0', '32 32 32');
|
||||
precache_sound ("weapons/r_exp3.wav");
|
||||
self.health = 20;
|
||||
self.th_die = barrel_explode;
|
||||
self.takedamage = DAMAGE_AIM;
|
||||
|
||||
self.origin_z = self.origin_z + 2;
|
||||
oldz = self.origin_z;
|
||||
droptofloor();
|
||||
if (oldz - self.origin_z > 250)
|
||||
{
|
||||
dprint ("item fell out of level at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
remove(self);
|
||||
}
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
float SPAWNFLAG_SUPERSPIKE = 1;
|
||||
float SPAWNFLAG_LASER = 2;
|
||||
|
||||
void() Laser_Touch =
|
||||
{
|
||||
local vector org;
|
||||
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
|
||||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
|
||||
org = self.origin - 8*normalize(self.velocity);
|
||||
|
||||
if (other.health)
|
||||
{
|
||||
SpawnBlood (org, 15);
|
||||
other.deathtype = "laser";
|
||||
T_Damage (other, self, self.owner, 15);
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
|
||||
WriteByte (MSG_MULTICAST, 5);
|
||||
WriteCoord (MSG_MULTICAST, org_x);
|
||||
WriteCoord (MSG_MULTICAST, org_y);
|
||||
WriteCoord (MSG_MULTICAST, org_z);
|
||||
multicast (org, MULTICAST_PVS);
|
||||
}
|
||||
|
||||
remove(self);
|
||||
};
|
||||
|
||||
void(vector org, vector vec) LaunchLaser =
|
||||
{
|
||||
if (self.classname == "monster_enforcer")
|
||||
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||||
|
||||
vec = normalize(vec);
|
||||
|
||||
newmis = spawn();
|
||||
newmis.owner = self;
|
||||
newmis.movetype = MOVETYPE_FLY;
|
||||
newmis.solid = SOLID_BBOX;
|
||||
newmis.effects = EF_DIMLIGHT;
|
||||
|
||||
setmodel (newmis, "progs/laser.mdl");
|
||||
setsize (newmis, '0 0 0', '0 0 0');
|
||||
|
||||
setorigin (newmis, org);
|
||||
|
||||
newmis.velocity = vec * 600;
|
||||
newmis.angles = vectoangles(newmis.velocity);
|
||||
|
||||
newmis.nextthink = time + 5;
|
||||
newmis.think = SUB_Remove;
|
||||
newmis.touch = Laser_Touch;
|
||||
};
|
||||
|
||||
void() spikeshooter_use =
|
||||
{
|
||||
if (self.spawnflags & SPAWNFLAG_LASER)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||||
LaunchLaser (self.origin, self.movedir);
|
||||
}
|
||||
else
|
||||
{
|
||||
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
|
||||
launch_spike (self.origin, self.movedir);
|
||||
newmis.velocity = self.movedir * 500;
|
||||
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
|
||||
newmis.touch = superspike_touch;
|
||||
}
|
||||
};
|
||||
|
||||
void() shooter_think =
|
||||
{
|
||||
spikeshooter_use ();
|
||||
self.nextthink = time + self.wait;
|
||||
newmis.velocity = self.movedir * 500;
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
|
||||
When triggered, fires a spike in the direction set in QuakeEd.
|
||||
Laser is only for REGISTERED.
|
||||
*/
|
||||
|
||||
void() trap_spikeshooter =
|
||||
{
|
||||
SetMovedir ();
|
||||
self.use = spikeshooter_use;
|
||||
if (self.spawnflags & SPAWNFLAG_LASER)
|
||||
{
|
||||
precache_model2 ("progs/laser.mdl");
|
||||
|
||||
precache_sound2 ("enforcer/enfire.wav");
|
||||
precache_sound2 ("enforcer/enfstop.wav");
|
||||
}
|
||||
else
|
||||
precache_sound ("weapons/spike2.wav");
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
|
||||
Continuously fires spikes.
|
||||
"wait" time between spike (1.0 default)
|
||||
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
|
||||
*/
|
||||
void() trap_shooter =
|
||||
{
|
||||
trap_spikeshooter ();
|
||||
|
||||
if (self.wait == 0)
|
||||
self.wait = 1;
|
||||
self.nextthink = self.nextthink + self.wait + self.ltime;
|
||||
self.think = shooter_think;
|
||||
};
|
||||
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
|
||||
void() make_bubbles;
|
||||
void() bubble_remove;
|
||||
void() bubble_bob;
|
||||
|
||||
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
|
||||
testing air bubbles
|
||||
*/
|
||||
|
||||
void() air_bubbles =
|
||||
{
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void() make_bubbles =
|
||||
{
|
||||
local entity bubble;
|
||||
|
||||
bubble = spawn();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.origin);
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
bubble.solid = SOLID_NOT;
|
||||
bubble.velocity = '0 0 15';
|
||||
bubble.nextthink = time + 0.5;
|
||||
bubble.think = bubble_bob;
|
||||
bubble.touch = bubble_remove;
|
||||
bubble.classname = "bubble";
|
||||
bubble.frame = 0;
|
||||
bubble.cnt = 0;
|
||||
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||||
self.nextthink = time + random() + 0.5;
|
||||
self.think = make_bubbles;
|
||||
};
|
||||
|
||||
void() bubble_split =
|
||||
{
|
||||
local entity bubble;
|
||||
bubble = spawn();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.origin);
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
bubble.solid = SOLID_NOT;
|
||||
bubble.velocity = self.velocity;
|
||||
bubble.nextthink = time + 0.5;
|
||||
bubble.think = bubble_bob;
|
||||
bubble.touch = bubble_remove;
|
||||
bubble.classname = "bubble";
|
||||
bubble.frame = 1;
|
||||
bubble.cnt = 10;
|
||||
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||||
self.frame = 1;
|
||||
self.cnt = 10;
|
||||
if (self.waterlevel != 3)
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void() bubble_remove =
|
||||
{
|
||||
if (other.classname == self.classname)
|
||||
{
|
||||
// dprint ("bump");
|
||||
return;
|
||||
}
|
||||
remove(self);
|
||||
};
|
||||
|
||||
void() bubble_bob =
|
||||
{
|
||||
local float rnd1, rnd2, rnd3;
|
||||
|
||||
self.cnt = self.cnt + 1;
|
||||
if (self.cnt == 4)
|
||||
bubble_split();
|
||||
if (self.cnt == 20)
|
||||
remove(self);
|
||||
|
||||
rnd1 = self.velocity_x + (-10 + (random() * 20));
|
||||
rnd2 = self.velocity_y + (-10 + (random() * 20));
|
||||
rnd3 = self.velocity_z + 10 + random() * 10;
|
||||
|
||||
if (rnd1 > 10)
|
||||
rnd1 = 5;
|
||||
if (rnd1 < -10)
|
||||
rnd1 = -5;
|
||||
|
||||
if (rnd2 > 10)
|
||||
rnd2 = 5;
|
||||
if (rnd2 < -10)
|
||||
rnd2 = -5;
|
||||
|
||||
if (rnd3 < 10)
|
||||
rnd3 = 15;
|
||||
if (rnd3 > 30)
|
||||
rnd3 = 25;
|
||||
|
||||
self.velocity_x = rnd1;
|
||||
self.velocity_y = rnd2;
|
||||
self.velocity_z = rnd3;
|
||||
|
||||
self.nextthink = time + 0.5;
|
||||
self.think = bubble_bob;
|
||||
};
|
||||
|
||||
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
|
||||
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
|
||||
|
||||
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
|
||||
Just for the debugging level. Don't use
|
||||
*/
|
||||
|
||||
void() viewthing =
|
||||
|
||||
{
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
self.solid = SOLID_NOT;
|
||||
precache_model ("progs/player.mdl");
|
||||
setmodel (self, "progs/player.mdl");
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
SIMPLE BMODELS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() func_wall_use =
|
||||
{ // change to alternate textures
|
||||
self.frame = 1 - self.frame;
|
||||
};
|
||||
|
||||
/*QUAKED func_wall (0 .5 .8) ?
|
||||
This is just a solid wall if not inhibitted
|
||||
*/
|
||||
void() func_wall =
|
||||
{
|
||||
self.angles = '0 0 0';
|
||||
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||||
self.solid = SOLID_BSP;
|
||||
self.use = func_wall_use;
|
||||
setmodel (self, self.model);
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_illusionary (0 .5 .8) ?
|
||||
A simple entity that looks solid but lets you walk through it.
|
||||
*/
|
||||
void() func_illusionary =
|
||||
|
||||
{
|
||||
self.angles = '0 0 0';
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
self.solid = SOLID_NOT;
|
||||
setmodel (self, self.model);
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
|
||||
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
|
||||
*/
|
||||
void() func_episodegate =
|
||||
|
||||
{
|
||||
if (!(serverflags & self.spawnflags))
|
||||
return; // can still enter episode
|
||||
|
||||
self.angles = '0 0 0';
|
||||
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||||
self.solid = SOLID_BSP;
|
||||
self.use = func_wall_use;
|
||||
setmodel (self, self.model);
|
||||
};
|
||||
|
||||
/*QUAKED func_bossgate (0 .5 .8) ?
|
||||
This bmodel appears unless players have all of the episode sigils.
|
||||
*/
|
||||
void() func_bossgate =
|
||||
|
||||
{
|
||||
if ( (serverflags & 15) == 15)
|
||||
return; // all episodes completed
|
||||
self.angles = '0 0 0';
|
||||
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||||
self.solid = SOLID_BSP;
|
||||
self.use = func_wall_use;
|
||||
setmodel (self, self.model);
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_suck_wind =
|
||||
{
|
||||
precache_sound ("ambience/suck1.wav");
|
||||
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
|
||||
};
|
||||
|
||||
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_drone =
|
||||
{
|
||||
precache_sound ("ambience/drone6.wav");
|
||||
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_flouro_buzz =
|
||||
{
|
||||
precache_sound ("ambience/buzz1.wav");
|
||||
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_drip =
|
||||
{
|
||||
precache_sound ("ambience/drip1.wav");
|
||||
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_comp_hum =
|
||||
{
|
||||
precache_sound ("ambience/comp1.wav");
|
||||
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_thunder =
|
||||
{
|
||||
precache_sound ("ambience/thunder1.wav");
|
||||
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_light_buzz =
|
||||
{
|
||||
precache_sound ("ambience/fl_hum1.wav");
|
||||
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_swamp1 =
|
||||
{
|
||||
precache_sound ("ambience/swamp1.wav");
|
||||
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||||
*/
|
||||
void() ambient_swamp2 =
|
||||
{
|
||||
precache_sound ("ambience/swamp2.wav");
|
||||
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() noise_think =
|
||||
{
|
||||
self.nextthink = time + 0.5;
|
||||
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||||
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
|
||||
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
|
||||
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
|
||||
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
|
||||
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
|
||||
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
|
||||
|
||||
For optimzation testing, starts a lot of sounds.
|
||||
*/
|
||||
|
||||
void() misc_noisemaker =
|
||||
|
||||
{
|
||||
precache_sound2 ("enforcer/enfire.wav");
|
||||
precache_sound2 ("enforcer/enfstop.wav");
|
||||
precache_sound2 ("enforcer/sight1.wav");
|
||||
precache_sound2 ("enforcer/sight2.wav");
|
||||
precache_sound2 ("enforcer/sight3.wav");
|
||||
precache_sound2 ("enforcer/sight4.wav");
|
||||
precache_sound2 ("enforcer/pain1.wav");
|
||||
precache_sound2 ("enforcer/pain2.wav");
|
||||
precache_sound2 ("enforcer/death1.wav");
|
||||
precache_sound2 ("enforcer/idle1.wav");
|
||||
|
||||
self.nextthink = time + 0.1 + random();
|
||||
self.think = noise_think;
|
||||
};
|
585
nqw/models.qc
Normal file
585
nqw/models.qc
Normal file
|
@ -0,0 +1,585 @@
|
|||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
WORLD WEAPONS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname g_shot
|
||||
$cd /raid/quake/id1/models/g_shot
|
||||
$origin 0 0 -24
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_nail
|
||||
$cd /raid/quake/id1/models/g_nail
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_nail2
|
||||
$cd /raid/quake/id1/models/g_nail2
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot2
|
||||
|
||||
|
||||
$modelname g_rock
|
||||
$cd /raid/quake/id1/models/g_rock
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_rock2
|
||||
$cd /raid/quake/id1/models/g_rock2
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
$modelname g_light
|
||||
$cd /raid/quake/id1/models/g_light
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
VIEW WEAPONS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname v_axe
|
||||
$cd /raid/quake/id1/models/v_axe
|
||||
$origin 0 5 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
|
||||
|
||||
|
||||
$modelname v_shot
|
||||
$cd /raid/quake/id1/models/v_shot
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_shot2
|
||||
$cd /raid/quake/id1/models/v_shot2
|
||||
$origin 0 0 56
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_rock2
|
||||
$cd /raid/quake/id1/models/v_rock2
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
|
||||
|
||||
|
||||
$modelname v_rock
|
||||
$cd /raid/quake/id1/models/v_rock
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_nail2
|
||||
$cd /raid/quake/id1/models/v_nail2
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
|
||||
|
||||
|
||||
$modelname v_nail
|
||||
$cd /raid/quake/id1/models/v_nail
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
|
||||
|
||||
$modelname v_light
|
||||
$cd /raid/quake/id1/models/v_light
|
||||
$origin 0 0 54
|
||||
$base base
|
||||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
ITEMS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname w_g_key
|
||||
$cd /raid/quake/id1/models/w_g_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname w_s_key
|
||||
$cd /raid/quake/id1/models/w_s_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname m_g_key
|
||||
$cd /raid/quake/id1/models/m_g_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname m_s_key
|
||||
$cd /raid/quake/id1/models/m_s_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname b_g_key
|
||||
$cd /raid/quake/id1/models/b_g_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname b_s_key
|
||||
$cd /raid/quake/id1/models/b_s_key
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
$modelname quaddama
|
||||
$cd /raid/quake/id1/models/quaddama
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname invisibl
|
||||
$cd /raid/quake/id1/models/invisibl
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname invulner
|
||||
$flags 8 // client side rotate
|
||||
$cd /raid/quake/id1/models/invulner
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
//modelname jetpack
|
||||
//cd /raid/quake/id1/models/jetpack
|
||||
//flags 8 // client side rotate
|
||||
//base base
|
||||
//skin skin
|
||||
//frame frame1
|
||||
|
||||
$modelname cube
|
||||
$cd /raid/quake/id1/models/cube
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname suit
|
||||
$cd /raid/quake/id1/models/suit
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname boots
|
||||
$cd /raid/quake/id1/models/boots
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname end1
|
||||
$cd /raid/quake/id1/models/end1
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname end2
|
||||
$cd /raid/quake/id1/models/end2
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname end3
|
||||
$cd /raid/quake/id1/models/end3
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname end4
|
||||
$cd /raid/quake/id1/models/end4
|
||||
$flags 8 // client side rotate
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
GIBS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname gib1
|
||||
$cd /raid/quake/id1/models/gib1
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
// torso
|
||||
$modelname gib2
|
||||
$cd /raid/quake/id1/models/gib2
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname gib3
|
||||
$cd /raid/quake/id1/models/gib3
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
// heads
|
||||
|
||||
$modelname h_player
|
||||
$cd /raid/quake/id1/models/h_player
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_dog
|
||||
$cd /raid/quake/id1/models/h_dog
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_mega
|
||||
$cd /raid/quake/id1/models/h_mega
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_guard
|
||||
$cd /raid/quake/id1/models/h_guard
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_wizard
|
||||
$cd /raid/quake/id1/models/h_wizard
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_knight
|
||||
$cd /raid/quake/id1/models/h_knight
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_hellkn
|
||||
$cd /raid/quake/id1/models/h_hellkn
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_zombie
|
||||
$cd /raid/quake/id1/models/h_zombie
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_shams
|
||||
$cd /raid/quake/id1/models/h_shams
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_shal
|
||||
$cd /raid/quake/id1/models/h_shal
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_ogre
|
||||
$cd /raid/quake/id1/models/h_ogre
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_demon
|
||||
$cd /raid/quake/id1/models/h_demon
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
MISC
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname armor
|
||||
$cd /raid/quake/id1/models/armor
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -8
|
||||
$base base
|
||||
$skin skin
|
||||
$skin skin2
|
||||
$skin skin3
|
||||
$frame armor
|
||||
|
||||
$modelname s_light // shambler lightning ready
|
||||
$cd /raid/quake/id1/models/s_light
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1 frame2 frame3
|
||||
|
||||
$modelname bolt3 // lightning towar bolts
|
||||
$cd /raid/quake/id1/models/bolt2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$scale 4
|
||||
$skin skin
|
||||
$frame light
|
||||
|
||||
$modelname bolt2
|
||||
$cd /raid/quake/id1/models/bolt2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame light
|
||||
|
||||
$modelname bolt
|
||||
$cd /raid/quake/id1/models/bolt
|
||||
$origin 0 0 0
|
||||
$base light
|
||||
$skin light
|
||||
$frame light
|
||||
|
||||
$modelname laser
|
||||
$cd /raid/quake/id1/models/laser
|
||||
$base base
|
||||
$skin skin
|
||||
$scale 2
|
||||
$frame frame1
|
||||
|
||||
$modelname flame // with torch
|
||||
$cd /raid/quake/id1/models/flame
|
||||
$origin 0 0 12
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame flame1 0.1
|
||||
$frame flame2 0.1
|
||||
$frame flame3 0.1
|
||||
$frame flame4 0.1
|
||||
$frame flame5 0.1
|
||||
$frame flame6 0.1
|
||||
$framegroupend
|
||||
|
||||
$modelname flame2 // standing flame, no torch
|
||||
$cd /raid/quake/id1/models/flame2
|
||||
$origin 0 0 12
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame flame1 0.1
|
||||
$frame flame2 0.1
|
||||
$frame flame3 0.1
|
||||
$frame flame4 0.1
|
||||
$frame flame5 0.1
|
||||
$frame flame6 0.1
|
||||
$framegroupend
|
||||
$framegroupstart
|
||||
$frame flameb1
|
||||
$frame flameb2
|
||||
$frame flameb3
|
||||
$frame flameb4
|
||||
$frame flameb5
|
||||
$frame flameb6
|
||||
$frame flameb7
|
||||
$frame flameb8
|
||||
$frame flameb9
|
||||
$frame flameb10
|
||||
$frame flameb11
|
||||
$framegroupend
|
||||
|
||||
$modelname zom_gib
|
||||
$cd /raid/quake/id1/models/zom_gib
|
||||
$flags 32 // EF_ZOMGIB
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname eyes
|
||||
$cd /raid/quake/id1/models/eyes
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname spike
|
||||
$cd /raid/quake/id1/models/spike
|
||||
$origin 0 0 0
|
||||
$base spike
|
||||
$skin skin
|
||||
$frame spike
|
||||
|
||||
$modelname s_spike
|
||||
$cd /raid/quake/id1/models/s_spike
|
||||
$origin 0 0 0
|
||||
$base spike
|
||||
$skin skin
|
||||
$frame spike
|
||||
|
||||
$modelname v_spike
|
||||
$cd /raid/quake/id1/models/v_spike
|
||||
$flags 128 // EF_TRACER3
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname w_spike
|
||||
$cd /raid/quake/id1/models/w_spike
|
||||
$flags 16 // EF_TRACER
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame frame1 0.1
|
||||
$frame frame2 0.1
|
||||
$frame frame3 0.1
|
||||
$frame frame4 0.1
|
||||
$framegroupend
|
||||
|
||||
$modelname k_spike
|
||||
$cd /raid/quake/id1/models/k_spike
|
||||
$flags 64 // EF_TRACER2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname backpack
|
||||
$cd /raid/quake/id1/models/backpack
|
||||
$flags 8 // EF_ROTATE
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname grenade
|
||||
$cd /raid/quake/id1/models/grenade2
|
||||
$flags 2 // EF_GRENADE
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame grenade
|
||||
|
||||
$modelname missile
|
||||
$cd /raid/quake/id1/models/missile
|
||||
$flags 1 // EF_ROCKET
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame missile
|
||||
|
||||
$modelname lavaball
|
||||
$cd /raid/quake/id1/models/lavaball
|
||||
$flags 1 // EF_ROCKET
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname teleport
|
||||
$cd /raid/quake/id1/models/teleport
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
231
nqw/monsters.qc
Normal file
231
nqw/monsters.qc
Normal file
|
@ -0,0 +1,231 @@
|
|||
/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
|
||||
|
||||
// name =[framenum, nexttime, nextthink] {code}
|
||||
// expands to:
|
||||
// name ()
|
||||
// {
|
||||
// self.frame=framenum;
|
||||
// self.nextthink = time + nexttime;
|
||||
// self.think = nextthink
|
||||
// <code>
|
||||
// };
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
monster_use
|
||||
|
||||
Using a monster makes it angry at the current activator
|
||||
================
|
||||
*/
|
||||
void() monster_use =
|
||||
{
|
||||
if (self.enemy)
|
||||
return;
|
||||
if (self.health <= 0)
|
||||
return;
|
||||
if (activator.items & IT_INVISIBILITY)
|
||||
return;
|
||||
if (activator.flags & FL_NOTARGET)
|
||||
return;
|
||||
if (activator.classname != "player")
|
||||
return;
|
||||
|
||||
// delay reaction so if the monster is teleported, its sound is still
|
||||
// heard
|
||||
self.enemy = activator;
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = FoundTarget;
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
monster_death_use
|
||||
|
||||
When a mosnter dies, it fires all of its targets with the current
|
||||
enemy as activator.
|
||||
================
|
||||
*/
|
||||
void() monster_death_use =
|
||||
{
|
||||
// fall to ground
|
||||
if (self.flags & FL_FLY)
|
||||
self.flags = self.flags - FL_FLY;
|
||||
if (self.flags & FL_SWIM)
|
||||
self.flags = self.flags - FL_SWIM;
|
||||
|
||||
if (!self.target)
|
||||
return;
|
||||
|
||||
activator = self.enemy;
|
||||
SUB_UseTargets ();
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() walkmonster_start_go =
|
||||
{
|
||||
self.origin_z = self.origin_z + 1; // raise off floor a bit
|
||||
droptofloor();
|
||||
|
||||
if (!walkmove(0,0))
|
||||
{
|
||||
dprint ("walkmonster in wall at: ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
}
|
||||
|
||||
self.takedamage = DAMAGE_AIM;
|
||||
|
||||
self.ideal_yaw = self.angles * '0 1 0';
|
||||
if (!self.yaw_speed)
|
||||
self.yaw_speed = 20;
|
||||
self.view_ofs = '0 0 25';
|
||||
self.use = monster_use;
|
||||
|
||||
self.flags = self.flags | FL_MONSTER;
|
||||
|
||||
if (self.target)
|
||||
{
|
||||
self.goalentity = self.movetarget = find(world, targetname, self.target);
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
dprint ("Monster can't find target at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
}
|
||||
// this used to be an objerror
|
||||
if (self.movetarget.classname == "path_corner")
|
||||
self.th_walk ();
|
||||
else
|
||||
self.pausetime = 99999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pausetime = 99999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
|
||||
// spread think times so they don't all happen at same time
|
||||
self.nextthink = self.nextthink + random()*0.5;
|
||||
};
|
||||
|
||||
|
||||
void() walkmonster_start =
|
||||
{
|
||||
// delay drop to floor to make sure all doors have been spawned
|
||||
// spread think times so they don't all happen at same time
|
||||
self.nextthink = self.nextthink + random()*0.5;
|
||||
self.think = walkmonster_start_go;
|
||||
total_monsters = total_monsters + 1;
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() flymonster_start_go =
|
||||
{
|
||||
self.takedamage = DAMAGE_AIM;
|
||||
|
||||
self.ideal_yaw = self.angles * '0 1 0';
|
||||
if (!self.yaw_speed)
|
||||
self.yaw_speed = 10;
|
||||
self.view_ofs = '0 0 25';
|
||||
self.use = monster_use;
|
||||
|
||||
self.flags = self.flags | FL_FLY;
|
||||
self.flags = self.flags | FL_MONSTER;
|
||||
|
||||
if (!walkmove(0,0))
|
||||
{
|
||||
dprint ("flymonster in wall at: ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
}
|
||||
|
||||
if (self.target)
|
||||
{
|
||||
self.goalentity = self.movetarget = find(world, targetname, self.target);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
dprint ("Monster can't find target at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
}
|
||||
// this used to be an objerror
|
||||
if (self.movetarget.classname == "path_corner")
|
||||
self.th_walk ();
|
||||
else
|
||||
self.pausetime = 99999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pausetime = 99999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
};
|
||||
|
||||
void() flymonster_start =
|
||||
{
|
||||
// spread think times so they don't all happen at same time
|
||||
self.nextthink = self.nextthink + random()*0.5;
|
||||
self.think = flymonster_start_go;
|
||||
total_monsters = total_monsters + 1;
|
||||
};
|
||||
|
||||
|
||||
void() swimmonster_start_go =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
self.takedamage = DAMAGE_AIM;
|
||||
total_monsters = total_monsters + 1;
|
||||
|
||||
self.ideal_yaw = self.angles * '0 1 0';
|
||||
if (!self.yaw_speed)
|
||||
self.yaw_speed = 10;
|
||||
self.view_ofs = '0 0 10';
|
||||
self.use = monster_use;
|
||||
|
||||
self.flags = self.flags | FL_SWIM;
|
||||
self.flags = self.flags | FL_MONSTER;
|
||||
|
||||
if (self.target)
|
||||
{
|
||||
self.goalentity = self.movetarget = find(world, targetname, self.target);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
dprint ("Monster can't find target at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint ("\n");
|
||||
}
|
||||
// this used to be an objerror
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
self.th_walk ();
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pausetime = 99999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
|
||||
// spread think times so they don't all happen at same time
|
||||
self.nextthink = self.nextthink + random()*0.5;
|
||||
};
|
||||
|
||||
void() swimmonster_start =
|
||||
{
|
||||
// spread think times so they don't all happen at same time
|
||||
self.nextthink = self.nextthink + random()*0.5;
|
||||
self.think = swimmonster_start_go;
|
||||
total_monsters = total_monsters + 1;
|
||||
};
|
||||
|
||||
|
458
nqw/ogre.qc
Normal file
458
nqw/ogre.qc
Normal file
|
@ -0,0 +1,458 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
OGRE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/ogre_c
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin base
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
|
||||
$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8
|
||||
|
||||
$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
|
||||
$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
|
||||
|
||||
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
|
||||
$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
|
||||
|
||||
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5
|
||||
|
||||
$frame painb1 painb2 painb3
|
||||
|
||||
$frame painc1 painc2 painc3 painc4 painc5 painc6
|
||||
|
||||
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
|
||||
$frame paind11 paind12 paind13 paind14 paind15 paind16
|
||||
|
||||
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
|
||||
$frame paine11 paine12 paine13 paine14 paine15
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6
|
||||
$frame death7 death8 death9 death10 death11 death12
|
||||
$frame death13 death14
|
||||
|
||||
$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
|
||||
$frame bdeath7 bdeath8 bdeath9 bdeath10
|
||||
|
||||
$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
|
||||
|
||||
//=============================================================================
|
||||
|
||||
|
||||
void() OgreGrenadeExplode =
|
||||
{
|
||||
T_RadiusDamage (self, self.owner, 40, world, "ogre");
|
||||
sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
||||
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||||
multicast (self.origin, MULTICAST_PHS);
|
||||
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void() OgreGrenadeTouch =
|
||||
{
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
if (other.takedamage == DAMAGE_AIM)
|
||||
{
|
||||
OgreGrenadeExplode();
|
||||
return;
|
||||
}
|
||||
sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
|
||||
if (self.velocity == '0 0 0')
|
||||
self.avelocity = '0 0 0';
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
OgreFireGrenade
|
||||
================
|
||||
*/
|
||||
void() OgreFireGrenade =
|
||||
{
|
||||
local entity missile;
|
||||
|
||||
muzzleflash();
|
||||
|
||||
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
||||
|
||||
missile = spawn ();
|
||||
missile.owner = self;
|
||||
missile.movetype = MOVETYPE_BOUNCE;
|
||||
missile.solid = SOLID_BBOX;
|
||||
|
||||
// set missile speed
|
||||
|
||||
makevectors (self.angles);
|
||||
|
||||
missile.velocity = normalize(self.enemy.origin - self.origin);
|
||||
missile.velocity = missile.velocity * 600;
|
||||
missile.velocity_z = 200;
|
||||
|
||||
missile.avelocity = '300 300 300';
|
||||
|
||||
missile.angles = vectoangles(missile.velocity);
|
||||
|
||||
missile.touch = OgreGrenadeTouch;
|
||||
|
||||
// set missile duration
|
||||
missile.nextthink = time + 2.5;
|
||||
missile.think = OgreGrenadeExplode;
|
||||
|
||||
setmodel (missile, "progs/grenade.mdl");
|
||||
setsize (missile, '0 0 0', '0 0 0');
|
||||
setorigin (missile, self.origin);
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*
|
||||
================
|
||||
chainsaw
|
||||
|
||||
FIXME
|
||||
================
|
||||
*/
|
||||
void(float side) chainsaw =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return;
|
||||
if (!CanDamage (self.enemy, self))
|
||||
return;
|
||||
|
||||
ai_charge(10);
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 100)
|
||||
return;
|
||||
|
||||
ldmg = (random() + random() + random()) * 4;
|
||||
self.enemy.deathtype = "ogre";
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
|
||||
if (side)
|
||||
{
|
||||
makevectors (self.angles);
|
||||
if (side == 1)
|
||||
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
|
||||
else
|
||||
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();};
|
||||
void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();};
|
||||
void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();};
|
||||
void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();};
|
||||
void() ogre_stand5 =[ $stand5, ogre_stand6 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
|
||||
ai_stand();
|
||||
};
|
||||
void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();};
|
||||
void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();};
|
||||
void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();};
|
||||
void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();};
|
||||
|
||||
void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);};
|
||||
void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);};
|
||||
void() ogre_walk3 =[ $walk3, ogre_walk4 ] {
|
||||
ai_walk(2);
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
|
||||
};
|
||||
void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);};
|
||||
void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);};
|
||||
void() ogre_walk6 =[ $walk6, ogre_walk7 ] {
|
||||
ai_walk(5);
|
||||
if (random() < 0.1)
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
|
||||
};
|
||||
void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);};
|
||||
void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);};
|
||||
void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);};
|
||||
void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);};
|
||||
void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);};
|
||||
void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);};
|
||||
void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);};
|
||||
void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);};
|
||||
void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);};
|
||||
void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);};
|
||||
|
||||
void() ogre_run1 =[ $run1, ogre_run2 ] {ai_run(9);
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
|
||||
};
|
||||
void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);};
|
||||
void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);};
|
||||
void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);};
|
||||
void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);};
|
||||
void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);};
|
||||
void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);};
|
||||
void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);};
|
||||
|
||||
void() ogre_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11);
|
||||
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);};
|
||||
void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);};
|
||||
void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);};
|
||||
void() ogre_swing5 =[ $swing5, ogre_swing6 ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;};
|
||||
void() ogre_swing6 =[ $swing6, ogre_swing7 ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing7 =[ $swing7, ogre_swing8 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing8 =[ $swing8, ogre_swing9 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing9 =[ $swing9, ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing10 =[ $swing10, ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing11 =[ $swing11, ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
|
||||
void() ogre_swing12 =[ $swing12, ogre_swing13 ] {ai_charge(3);};
|
||||
void() ogre_swing13 =[ $swing13, ogre_swing14 ] {ai_charge(8);};
|
||||
void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);};
|
||||
|
||||
void() ogre_smash1 =[ $smash1, ogre_smash2 ] {ai_charge(6);
|
||||
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);};
|
||||
void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);};
|
||||
void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);};
|
||||
void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);};
|
||||
void() ogre_smash6 =[ $smash6, ogre_smash7 ] {ai_charge(4); chainsaw(0);};
|
||||
void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);};
|
||||
void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);};
|
||||
void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
|
||||
void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
|
||||
void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
|
||||
self.nextthink = self.nextthink + random()*0.2;}; // slight variation
|
||||
void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);};
|
||||
void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
|
||||
void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
|
||||
|
||||
void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();};
|
||||
void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();};
|
||||
void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();};
|
||||
void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();};
|
||||
void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();};
|
||||
void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();};
|
||||
void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();};
|
||||
|
||||
void() ogre_pain1 =[ $pain1, ogre_pain2 ] {};
|
||||
void() ogre_pain2 =[ $pain2, ogre_pain3 ] {};
|
||||
void() ogre_pain3 =[ $pain3, ogre_pain4 ] {};
|
||||
void() ogre_pain4 =[ $pain4, ogre_pain5 ] {};
|
||||
void() ogre_pain5 =[ $pain5, ogre_run1 ] {};
|
||||
|
||||
|
||||
void() ogre_painb1 =[ $painb1, ogre_painb2 ] {};
|
||||
void() ogre_painb2 =[ $painb2, ogre_painb3 ] {};
|
||||
void() ogre_painb3 =[ $painb3, ogre_run1 ] {};
|
||||
|
||||
|
||||
void() ogre_painc1 =[ $painc1, ogre_painc2 ] {};
|
||||
void() ogre_painc2 =[ $painc2, ogre_painc3 ] {};
|
||||
void() ogre_painc3 =[ $painc3, ogre_painc4 ] {};
|
||||
void() ogre_painc4 =[ $painc4, ogre_painc5 ] {};
|
||||
void() ogre_painc5 =[ $painc5, ogre_painc6 ] {};
|
||||
void() ogre_painc6 =[ $painc6, ogre_run1 ] {};
|
||||
|
||||
|
||||
void() ogre_paind1 =[ $paind1, ogre_paind2 ] {};
|
||||
void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);};
|
||||
void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);};
|
||||
void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);};
|
||||
void() ogre_paind5 =[ $paind5, ogre_paind6 ] {};
|
||||
void() ogre_paind6 =[ $paind6, ogre_paind7 ] {};
|
||||
void() ogre_paind7 =[ $paind7, ogre_paind8 ] {};
|
||||
void() ogre_paind8 =[ $paind8, ogre_paind9 ] {};
|
||||
void() ogre_paind9 =[ $paind9, ogre_paind10 ] {};
|
||||
void() ogre_paind10=[ $paind10, ogre_paind11 ] {};
|
||||
void() ogre_paind11=[ $paind11, ogre_paind12 ] {};
|
||||
void() ogre_paind12=[ $paind12, ogre_paind13 ] {};
|
||||
void() ogre_paind13=[ $paind13, ogre_paind14 ] {};
|
||||
void() ogre_paind14=[ $paind14, ogre_paind15 ] {};
|
||||
void() ogre_paind15=[ $paind15, ogre_paind16 ] {};
|
||||
void() ogre_paind16=[ $paind16, ogre_run1 ] {};
|
||||
|
||||
void() ogre_paine1 =[ $paine1, ogre_paine2 ] {};
|
||||
void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);};
|
||||
void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);};
|
||||
void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);};
|
||||
void() ogre_paine5 =[ $paine5, ogre_paine6 ] {};
|
||||
void() ogre_paine6 =[ $paine6, ogre_paine7 ] {};
|
||||
void() ogre_paine7 =[ $paine7, ogre_paine8 ] {};
|
||||
void() ogre_paine8 =[ $paine8, ogre_paine9 ] {};
|
||||
void() ogre_paine9 =[ $paine9, ogre_paine10 ] {};
|
||||
void() ogre_paine10=[ $paine10, ogre_paine11 ] {};
|
||||
void() ogre_paine11=[ $paine11, ogre_paine12 ] {};
|
||||
void() ogre_paine12=[ $paine12, ogre_paine13 ] {};
|
||||
void() ogre_paine13=[ $paine13, ogre_paine14 ] {};
|
||||
void() ogre_paine14=[ $paine14, ogre_paine15 ] {};
|
||||
void() ogre_paine15=[ $paine15, ogre_run1 ] {};
|
||||
|
||||
|
||||
void(entity attacker, float damage) ogre_pain =
|
||||
{
|
||||
local float r;
|
||||
|
||||
// don't make multiple pain sounds right after each other
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
|
||||
sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
|
||||
|
||||
r = random();
|
||||
|
||||
if (r < 0.25)
|
||||
{
|
||||
ogre_pain1 ();
|
||||
self.pain_finished = time + 1;
|
||||
}
|
||||
else if (r < 0.5)
|
||||
{
|
||||
ogre_painb1 ();
|
||||
self.pain_finished = time + 1;
|
||||
}
|
||||
else if (r < 0.75)
|
||||
{
|
||||
ogre_painc1 ();
|
||||
self.pain_finished = time + 1;
|
||||
}
|
||||
else if (r < 0.88)
|
||||
{
|
||||
ogre_paind1 ();
|
||||
self.pain_finished = time + 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
ogre_paine1 ();
|
||||
self.pain_finished = time + 2;
|
||||
}
|
||||
};
|
||||
|
||||
void() ogre_die1 =[ $death1, ogre_die2 ] {};
|
||||
void() ogre_die2 =[ $death2, ogre_die3 ] {};
|
||||
void() ogre_die3 =[ $death3, ogre_die4 ]
|
||||
{self.solid = SOLID_NOT;
|
||||
self.ammo_rockets = 2;DropBackpack();};
|
||||
void() ogre_die4 =[ $death4, ogre_die5 ] {};
|
||||
void() ogre_die5 =[ $death5, ogre_die6 ] {};
|
||||
void() ogre_die6 =[ $death6, ogre_die7 ] {};
|
||||
void() ogre_die7 =[ $death7, ogre_die8 ] {};
|
||||
void() ogre_die8 =[ $death8, ogre_die9 ] {};
|
||||
void() ogre_die9 =[ $death9, ogre_die10 ] {};
|
||||
void() ogre_die10 =[ $death10, ogre_die11 ] {};
|
||||
void() ogre_die11 =[ $death11, ogre_die12 ] {};
|
||||
void() ogre_die12 =[ $death12, ogre_die13 ] {};
|
||||
void() ogre_die13 =[ $death13, ogre_die14 ] {};
|
||||
void() ogre_die14 =[ $death14, ogre_die14 ] {};
|
||||
|
||||
void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {};
|
||||
void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);};
|
||||
void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ]
|
||||
{self.solid = SOLID_NOT;
|
||||
self.ammo_rockets = 2;DropBackpack();};
|
||||
void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);};
|
||||
void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);};
|
||||
void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);};
|
||||
void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);};
|
||||
void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {};
|
||||
void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {};
|
||||
void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] {};
|
||||
|
||||
void() ogre_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -80)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_ogre.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
|
||||
|
||||
if (random() < 0.5)
|
||||
ogre_die1 ();
|
||||
else
|
||||
ogre_bdie1 ();
|
||||
};
|
||||
|
||||
void() ogre_melee =
|
||||
{
|
||||
if (random() > 0.5)
|
||||
ogre_smash1 ();
|
||||
else
|
||||
ogre_swing1 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
|
||||
|
||||
*/
|
||||
void() monster_ogre =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/ogre.mdl");
|
||||
precache_model ("progs/h_ogre.mdl");
|
||||
precache_model ("progs/grenade.mdl");
|
||||
|
||||
precache_sound ("ogre/ogdrag.wav");
|
||||
precache_sound ("ogre/ogdth.wav");
|
||||
precache_sound ("ogre/ogidle.wav");
|
||||
precache_sound ("ogre/ogidle2.wav");
|
||||
precache_sound ("ogre/ogpain1.wav");
|
||||
precache_sound ("ogre/ogsawatk.wav");
|
||||
precache_sound ("ogre/ogwake.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/ogre.mdl");
|
||||
|
||||
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
||||
self.health = 200;
|
||||
|
||||
self.th_stand = ogre_stand1;
|
||||
self.th_walk = ogre_walk1;
|
||||
self.th_run = ogre_run1;
|
||||
self.th_die = ogre_die;
|
||||
self.th_melee = ogre_melee;
|
||||
self.th_missile = ogre_nail1;
|
||||
self.th_pain = ogre_pain;
|
||||
|
||||
walkmonster_start();
|
||||
};
|
||||
|
||||
void() monster_ogre_marksman =
|
||||
{
|
||||
monster_ogre ();
|
||||
};
|
||||
|
||||
|
283
nqw/oldone.qc
Normal file
283
nqw/oldone.qc
Normal file
|
@ -0,0 +1,283 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
OLD ONE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
$cd id1/models/old_one
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
$scale 1
|
||||
|
||||
void() finale_1;
|
||||
void() finale_2;
|
||||
void() finale_3;
|
||||
void() finale_4;
|
||||
|
||||
|
||||
entity shub;
|
||||
|
||||
$frame old1 old2 old3 old4 old5 old6 old7 old8 old9
|
||||
$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19
|
||||
$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29
|
||||
$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
|
||||
$frame old40 old41 old42 old43 old44 old45 old46
|
||||
|
||||
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
|
||||
$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14
|
||||
$frame shake15 shake16 shake17 shake18 shake19 shake20
|
||||
|
||||
//void() old_stand =[ $old1, old_stand ] {};
|
||||
|
||||
void() old_idle1 =[ $old1, old_idle2 ] {};
|
||||
void() old_idle2 =[ $old2, old_idle3 ] {};
|
||||
void() old_idle3 =[ $old3, old_idle4 ] {};
|
||||
void() old_idle4 =[ $old4, old_idle5 ] {};
|
||||
void() old_idle5 =[ $old5, old_idle6 ] {};
|
||||
void() old_idle6 =[ $old6, old_idle7 ] {};
|
||||
void() old_idle7 =[ $old7, old_idle8 ] {};
|
||||
void() old_idle8 =[ $old8, old_idle9 ] {};
|
||||
void() old_idle9 =[ $old9, old_idle10 ] {};
|
||||
void() old_idle10 =[ $old10, old_idle11 ] {};
|
||||
void() old_idle11 =[ $old11, old_idle12 ] {};
|
||||
void() old_idle12 =[ $old12, old_idle13 ] {};
|
||||
void() old_idle13 =[ $old13, old_idle14 ] {};
|
||||
void() old_idle14 =[ $old14, old_idle15 ] {};
|
||||
void() old_idle15 =[ $old15, old_idle16 ] {};
|
||||
void() old_idle16 =[ $old16, old_idle17 ] {};
|
||||
void() old_idle17 =[ $old17, old_idle18 ] {};
|
||||
void() old_idle18 =[ $old18, old_idle19 ] {};
|
||||
void() old_idle19 =[ $old19, old_idle20 ] {};
|
||||
void() old_idle20 =[ $old20, old_idle21 ] {};
|
||||
void() old_idle21 =[ $old21, old_idle22 ] {};
|
||||
void() old_idle22 =[ $old22, old_idle23 ] {};
|
||||
void() old_idle23 =[ $old23, old_idle24 ] {};
|
||||
void() old_idle24 =[ $old24, old_idle25 ] {};
|
||||
void() old_idle25 =[ $old25, old_idle26 ] {};
|
||||
void() old_idle26 =[ $old26, old_idle27 ] {};
|
||||
void() old_idle27 =[ $old27, old_idle28 ] {};
|
||||
void() old_idle28 =[ $old28, old_idle29 ] {};
|
||||
void() old_idle29 =[ $old29, old_idle30 ] {};
|
||||
void() old_idle30 =[ $old30, old_idle31 ] {};
|
||||
void() old_idle31 =[ $old31, old_idle32 ] {};
|
||||
void() old_idle32 =[ $old32, old_idle33 ] {};
|
||||
void() old_idle33 =[ $old33, old_idle34 ] {};
|
||||
void() old_idle34 =[ $old34, old_idle35 ] {};
|
||||
void() old_idle35 =[ $old35, old_idle36 ] {};
|
||||
void() old_idle36 =[ $old36, old_idle37 ] {};
|
||||
void() old_idle37 =[ $old37, old_idle38 ] {};
|
||||
void() old_idle38 =[ $old38, old_idle39 ] {};
|
||||
void() old_idle39 =[ $old39, old_idle40 ] {};
|
||||
void() old_idle40 =[ $old40, old_idle41 ] {};
|
||||
void() old_idle41 =[ $old41, old_idle42 ] {};
|
||||
void() old_idle42 =[ $old42, old_idle43 ] {};
|
||||
void() old_idle43 =[ $old43, old_idle44 ] {};
|
||||
void() old_idle44 =[ $old44, old_idle45 ] {};
|
||||
void() old_idle45 =[ $old45, old_idle46 ] {};
|
||||
void() old_idle46 =[ $old46, old_idle1 ] {};
|
||||
|
||||
|
||||
void() old_thrash1 =[ $shake1, old_thrash2 ] {lightstyle(0, "m");};
|
||||
void() old_thrash2 =[ $shake2, old_thrash3 ] {lightstyle(0, "k");};
|
||||
void() old_thrash3 =[ $shake3, old_thrash4 ] {lightstyle(0, "k");};
|
||||
void() old_thrash4 =[ $shake4, old_thrash5 ] {lightstyle(0, "i");};
|
||||
void() old_thrash5 =[ $shake5, old_thrash6 ] {lightstyle(0, "g");};
|
||||
void() old_thrash6 =[ $shake6, old_thrash7 ] {lightstyle(0, "e");};
|
||||
void() old_thrash7 =[ $shake7, old_thrash8 ] {lightstyle(0, "c");};
|
||||
void() old_thrash8 =[ $shake8, old_thrash9 ] {lightstyle(0, "a");};
|
||||
void() old_thrash9 =[ $shake9, old_thrash10 ] {lightstyle(0, "c");};
|
||||
void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");};
|
||||
void() old_thrash11 =[ $shake11, old_thrash12 ] {lightstyle(0, "g");};
|
||||
void() old_thrash12 =[ $shake12, old_thrash13 ] {lightstyle(0, "i");};
|
||||
void() old_thrash13 =[ $shake13, old_thrash14 ] {lightstyle(0, "k");};
|
||||
void() old_thrash14 =[ $shake14, old_thrash15 ] {lightstyle(0, "m");};
|
||||
void() old_thrash15 =[ $shake15, old_thrash16 ] {lightstyle(0, "m");
|
||||
self.cnt = self.cnt + 1;
|
||||
if (self.cnt != 3)
|
||||
self.think = old_thrash1;
|
||||
};
|
||||
void() old_thrash16 =[ $shake16, old_thrash17 ] {lightstyle(0, "g");};
|
||||
void() old_thrash17 =[ $shake17, old_thrash18 ] {lightstyle(0, "c");};
|
||||
void() old_thrash18 =[ $shake18, old_thrash19 ] {lightstyle(0, "b");};
|
||||
void() old_thrash19 =[ $shake19, old_thrash20 ] {lightstyle(0, "a");};
|
||||
void() old_thrash20 =[ $shake20, old_thrash20 ] {finale_4();};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() finale_1 =
|
||||
{
|
||||
local entity pos, pl;
|
||||
local entity timer;
|
||||
|
||||
intermission_exittime = time + 10000000; // never allow exit
|
||||
intermission_running = 1;
|
||||
|
||||
// find the intermission spot
|
||||
pos = find (world, classname, "info_intermission");
|
||||
if (!pos)
|
||||
error ("no info_intermission");
|
||||
pl = find (world, classname, "misc_teleporttrain");
|
||||
if (!pl)
|
||||
error ("no teleporttrain");
|
||||
remove (pl);
|
||||
|
||||
WriteByte (MSG_ALL, SVC_FINALE);
|
||||
WriteString (MSG_ALL, "");
|
||||
|
||||
pl = find (world, classname, "player");
|
||||
while (pl != world)
|
||||
{
|
||||
pl.view_ofs = '0 0 0';
|
||||
pl.angles = other.v_angle = pos.mangle;
|
||||
pl.fixangle = TRUE; // turn this way immediately
|
||||
pl.map = self.map;
|
||||
pl.nextthink = time + 0.5;
|
||||
pl.takedamage = DAMAGE_NO;
|
||||
pl.solid = SOLID_NOT;
|
||||
pl.movetype = MOVETYPE_NONE;
|
||||
pl.modelindex = 0;
|
||||
setorigin (pl, pos.origin);
|
||||
pl = find (pl, classname, "player");
|
||||
}
|
||||
|
||||
// make fake versions of all players as standins, and move the real
|
||||
// players to the intermission spot
|
||||
|
||||
// wait for 1 second
|
||||
timer = spawn();
|
||||
timer.nextthink = time + 1;
|
||||
timer.think = finale_2;
|
||||
};
|
||||
|
||||
void() finale_2 =
|
||||
{
|
||||
local vector o;
|
||||
|
||||
// start a teleport splash inside shub
|
||||
|
||||
o = shub.origin - '0 100 0';
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_TELEPORT);
|
||||
WriteCoord (MSG_BROADCAST, o_x);
|
||||
WriteCoord (MSG_BROADCAST, o_y);
|
||||
WriteCoord (MSG_BROADCAST, o_z);
|
||||
|
||||
sound (shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM);
|
||||
|
||||
self.nextthink = time + 2;
|
||||
self.think = finale_3;
|
||||
};
|
||||
|
||||
void() finale_3 =
|
||||
{
|
||||
// start shub thrashing wildly
|
||||
shub.think = old_thrash1;
|
||||
sound (shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM);
|
||||
lightstyle(0, "abcdefghijklmlkjihgfedcb");
|
||||
};
|
||||
|
||||
void() finale_4 =
|
||||
{
|
||||
// throw tons of meat chunks
|
||||
local vector oldo;
|
||||
local float x, y, z;
|
||||
local float r;
|
||||
local entity n;
|
||||
|
||||
sound (self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM);
|
||||
|
||||
oldo = self.origin;
|
||||
|
||||
z = 16;
|
||||
while (z <= 144)
|
||||
{
|
||||
x = -64;
|
||||
while (x <= 64)
|
||||
{
|
||||
y = -64;
|
||||
while (y <= 64)
|
||||
{
|
||||
self.origin_x = oldo_x + x;
|
||||
self.origin_y = oldo_y + y;
|
||||
self.origin_z = oldo_z + z;
|
||||
|
||||
r = random();
|
||||
if (r < 0.3)
|
||||
ThrowGib ("progs/gib1.mdl", -999);
|
||||
else if (r < 0.6)
|
||||
ThrowGib ("progs/gib2.mdl", -999);
|
||||
else
|
||||
ThrowGib ("progs/gib3.mdl", -999);
|
||||
y = y + 32;
|
||||
}
|
||||
x = x + 32;
|
||||
}
|
||||
z = z + 96;
|
||||
}
|
||||
// start the end text
|
||||
WriteByte (MSG_ALL, SVC_FINALE);
|
||||
WriteString (MSG_ALL, "Congratulations and well done! You have\nbeaten the hideous Shub-Niggurath, and\nher hundreds of ugly changelings and\nmonsters. You have proven that your\nskill and your cunning are greater than\nall the powers of Quake. You are the\nmaster now. Id Software salutes you.");
|
||||
|
||||
// put a player model down
|
||||
n = spawn();
|
||||
setmodel (n, "progs/player.mdl");
|
||||
oldo = oldo - '32 264 0';
|
||||
setorigin (n, oldo);
|
||||
n.angles = '0 290 0';
|
||||
n.frame = 1;
|
||||
|
||||
remove (self);
|
||||
|
||||
// switch cd track
|
||||
WriteByte (MSG_ALL, SVC_CDTRACK);
|
||||
WriteByte (MSG_ALL, 3);
|
||||
// WriteByte (MSG_ALL, 3);
|
||||
lightstyle(0, "m");
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void (entity attacker, float damage) nopain =
|
||||
{
|
||||
self.health = 40000;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
|
||||
*/
|
||||
void() monster_oldone =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
precache_model2 ("progs/oldone.mdl");
|
||||
|
||||
precache_sound2 ("boss2/death.wav");
|
||||
precache_sound2 ("boss2/idle.wav");
|
||||
precache_sound2 ("boss2/sight.wav");
|
||||
precache_sound2 ("boss2/pop2.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/oldone.mdl");
|
||||
setsize (self, '-160 -128 -24', '160 128 256');
|
||||
|
||||
self.health = 40000; // kill by telefrag
|
||||
self.think = old_idle1;
|
||||
self.nextthink = time + 0.1;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = nopain;
|
||||
self.th_die = finale_1;
|
||||
shub = self;
|
||||
|
||||
total_monsters = total_monsters + 1;
|
||||
};
|
||||
|
365
nqw/plats.qc
Normal file
365
nqw/plats.qc
Normal file
|
@ -0,0 +1,365 @@
|
|||
|
||||
|
||||
void() plat_center_touch;
|
||||
void() plat_outside_touch;
|
||||
void() plat_trigger_use;
|
||||
void() plat_go_up;
|
||||
void() plat_go_down;
|
||||
void() plat_crush;
|
||||
float PLAT_LOW_TRIGGER = 1;
|
||||
|
||||
void() plat_spawn_inside_trigger =
|
||||
{
|
||||
local entity trigger;
|
||||
local vector tmin, tmax;
|
||||
|
||||
//
|
||||
// middle trigger
|
||||
//
|
||||
trigger = spawn();
|
||||
trigger.touch = plat_center_touch;
|
||||
trigger.movetype = MOVETYPE_NONE;
|
||||
trigger.solid = SOLID_TRIGGER;
|
||||
trigger.enemy = self;
|
||||
|
||||
tmin = self.mins + '25 25 0';
|
||||
tmax = self.maxs - '25 25 -8';
|
||||
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
|
||||
if (self.spawnflags & PLAT_LOW_TRIGGER)
|
||||
tmax_z = tmin_z + 8;
|
||||
|
||||
if (self.size_x <= 50)
|
||||
{
|
||||
tmin_x = (self.mins_x + self.maxs_x) / 2;
|
||||
tmax_x = tmin_x + 1;
|
||||
}
|
||||
if (self.size_y <= 50)
|
||||
{
|
||||
tmin_y = (self.mins_y + self.maxs_y) / 2;
|
||||
tmax_y = tmin_y + 1;
|
||||
}
|
||||
|
||||
setsize (trigger, tmin, tmax);
|
||||
};
|
||||
|
||||
void() plat_hit_top =
|
||||
{
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.state = STATE_TOP;
|
||||
self.think = plat_go_down;
|
||||
self.nextthink = self.ltime + 3;
|
||||
};
|
||||
|
||||
void() plat_hit_bottom =
|
||||
{
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.state = STATE_BOTTOM;
|
||||
};
|
||||
|
||||
void() plat_go_down =
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
self.state = STATE_DOWN;
|
||||
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
|
||||
};
|
||||
|
||||
void() plat_go_up =
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
self.state = STATE_UP;
|
||||
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
|
||||
};
|
||||
|
||||
void() plat_center_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
self = self.enemy;
|
||||
if (self.state == STATE_BOTTOM)
|
||||
plat_go_up ();
|
||||
else if (self.state == STATE_TOP)
|
||||
self.nextthink = self.ltime + 1; // delay going down
|
||||
};
|
||||
|
||||
void() plat_outside_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
//dprint ("plat_outside_touch\n");
|
||||
self = self.enemy;
|
||||
if (self.state == STATE_TOP)
|
||||
plat_go_down ();
|
||||
};
|
||||
|
||||
void() plat_trigger_use =
|
||||
{
|
||||
if (self.think)
|
||||
return; // allready activated
|
||||
plat_go_down();
|
||||
};
|
||||
|
||||
|
||||
void() plat_crush =
|
||||
{
|
||||
//dprint ("plat_crush\n");
|
||||
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self, 1);
|
||||
|
||||
if (self.state == STATE_UP)
|
||||
plat_go_down ();
|
||||
else if (self.state == STATE_DOWN)
|
||||
plat_go_up ();
|
||||
else
|
||||
objerror ("plat_crush: bad self.state\n");
|
||||
};
|
||||
|
||||
void() plat_use =
|
||||
{
|
||||
self.use = SUB_Null;
|
||||
if (self.state != STATE_UP)
|
||||
objerror ("plat_use: not in up state");
|
||||
plat_go_down();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
|
||||
speed default 150
|
||||
|
||||
Plats are always drawn in the extended position, so they will light correctly.
|
||||
|
||||
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
|
||||
|
||||
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
|
||||
Set "sounds" to one of the following:
|
||||
1) base fast
|
||||
2) chain slow
|
||||
*/
|
||||
|
||||
|
||||
void() func_plat =
|
||||
|
||||
{
|
||||
if (!self.t_length)
|
||||
self.t_length = 80;
|
||||
if (!self.t_width)
|
||||
self.t_width = 10;
|
||||
|
||||
if (self.sounds == 0)
|
||||
self.sounds = 2;
|
||||
// FIX THIS TO LOAD A GENERIC PLAT SOUND
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("plats/plat1.wav");
|
||||
precache_sound ("plats/plat2.wav");
|
||||
self.noise = "plats/plat1.wav";
|
||||
self.noise1 = "plats/plat2.wav";
|
||||
}
|
||||
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("plats/medplat1.wav");
|
||||
precache_sound ("plats/medplat2.wav");
|
||||
self.noise = "plats/medplat1.wav";
|
||||
self.noise1 = "plats/medplat2.wav";
|
||||
}
|
||||
|
||||
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
|
||||
self.classname = "plat";
|
||||
self.solid = SOLID_BSP;
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
setorigin (self, self.origin);
|
||||
setmodel (self, self.model);
|
||||
setsize (self, self.mins , self.maxs);
|
||||
|
||||
self.blocked = plat_crush;
|
||||
if (!self.speed)
|
||||
self.speed = 150;
|
||||
|
||||
// pos1 is the top position, pos2 is the bottom
|
||||
self.pos1 = self.origin;
|
||||
self.pos2 = self.origin;
|
||||
if (self.height)
|
||||
self.pos2_z = self.origin_z - self.height;
|
||||
else
|
||||
self.pos2_z = self.origin_z - self.size_z + 8;
|
||||
|
||||
self.use = plat_trigger_use;
|
||||
|
||||
plat_spawn_inside_trigger (); // the "start moving" trigger
|
||||
|
||||
if (self.targetname)
|
||||
{
|
||||
self.state = STATE_UP;
|
||||
self.use = plat_use;
|
||||
}
|
||||
else
|
||||
{
|
||||
setorigin (self, self.pos2);
|
||||
self.state = STATE_BOTTOM;
|
||||
}
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() train_next;
|
||||
void() func_train_find;
|
||||
|
||||
void() train_blocked =
|
||||
{
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
self.attack_finished = time + 0.5;
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
};
|
||||
|
||||
void() train_use =
|
||||
{
|
||||
if (self.think != func_train_find)
|
||||
return; // already activated
|
||||
train_next();
|
||||
};
|
||||
|
||||
void() train_wait =
|
||||
{
|
||||
if (self.wait)
|
||||
{
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
}
|
||||
else
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
|
||||
self.think = train_next;
|
||||
};
|
||||
|
||||
void() train_next =
|
||||
{
|
||||
local entity targ;
|
||||
|
||||
targ = find (world, targetname, self.target);
|
||||
self.target = targ.target;
|
||||
if (!self.target)
|
||||
objerror ("train_next: no next target");
|
||||
if (targ.wait)
|
||||
self.wait = targ.wait;
|
||||
else
|
||||
self.wait = 0;
|
||||
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
|
||||
};
|
||||
|
||||
void() func_train_find =
|
||||
|
||||
{
|
||||
local entity targ;
|
||||
|
||||
targ = find (world, targetname, self.target);
|
||||
self.target = targ.target;
|
||||
setorigin (self, targ.origin - self.mins);
|
||||
if (!self.targetname)
|
||||
{ // not triggered, so start immediately
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
self.think = train_next;
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED func_train (0 .5 .8) ?
|
||||
Trains are moving platforms that players can ride.
|
||||
The targets origin specifies the min point of the train at each corner.
|
||||
The train spawns at the first target it is pointing at.
|
||||
If the train is the target of a button or trigger, it will not begin moving until activated.
|
||||
speed default 100
|
||||
dmg default 2
|
||||
sounds
|
||||
1) ratchet metal
|
||||
|
||||
*/
|
||||
void() func_train =
|
||||
{
|
||||
if (!self.speed)
|
||||
self.speed = 100;
|
||||
if (!self.target)
|
||||
objerror ("func_train without a target");
|
||||
if (!self.dmg)
|
||||
self.dmg = 2;
|
||||
|
||||
if (self.sounds == 0)
|
||||
{
|
||||
self.noise = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
self.noise1 = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
}
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
self.noise = ("plats/train2.wav");
|
||||
precache_sound ("plats/train2.wav");
|
||||
self.noise1 = ("plats/train1.wav");
|
||||
precache_sound ("plats/train1.wav");
|
||||
}
|
||||
|
||||
self.cnt = 1;
|
||||
self.solid = SOLID_BSP;
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
self.blocked = train_blocked;
|
||||
self.use = train_use;
|
||||
self.classname = "train";
|
||||
|
||||
setmodel (self, self.model);
|
||||
setsize (self, self.mins , self.maxs);
|
||||
setorigin (self, self.origin);
|
||||
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
self.think = func_train_find;
|
||||
};
|
||||
|
||||
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
This is used for the final bos
|
||||
*/
|
||||
void() misc_teleporttrain =
|
||||
{
|
||||
if (!self.speed)
|
||||
self.speed = 100;
|
||||
if (!self.target)
|
||||
objerror ("func_train without a target");
|
||||
|
||||
self.cnt = 1;
|
||||
self.solid = SOLID_NOT;
|
||||
self.movetype = MOVETYPE_PUSH;
|
||||
self.blocked = train_blocked;
|
||||
self.use = train_use;
|
||||
self.avelocity = '100 200 300';
|
||||
|
||||
self.noise = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
self.noise1 = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
|
||||
precache_model2 ("progs/teleport.mdl");
|
||||
setmodel (self, "progs/teleport.mdl");
|
||||
setsize (self, self.mins , self.maxs);
|
||||
setorigin (self, self.origin);
|
||||
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
self.think = func_train_find;
|
||||
};
|
||||
|
710
nqw/player.qc
Normal file
710
nqw/player.qc
Normal file
|
@ -0,0 +1,710 @@
|
|||
|
||||
void() bubble_bob;
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
PLAYER
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd /raid/quake/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
|
||||
|
||||
|
||||
//
|
||||
// pain
|
||||
//
|
||||
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
||||
|
||||
|
||||
//
|
||||
// death
|
||||
//
|
||||
|
||||
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
|
||||
$frame axdeth7 axdeth8 axdeth9
|
||||
|
||||
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
|
||||
$frame deatha9 deatha10 deatha11
|
||||
|
||||
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
|
||||
$frame deathb9
|
||||
|
||||
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
|
||||
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
|
||||
|
||||
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
|
||||
$frame deathd8 deathd9
|
||||
|
||||
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
|
||||
$frame deathe8 deathe9
|
||||
|
||||
//
|
||||
// attacks
|
||||
//
|
||||
$frame nailatt1 nailatt2
|
||||
|
||||
$frame light1 light2
|
||||
|
||||
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
|
||||
|
||||
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
|
||||
|
||||
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
|
||||
|
||||
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
|
||||
|
||||
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
|
||||
|
||||
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
PLAYER
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() player_run;
|
||||
|
||||
void() player_stand1 =[ $axstnd1, player_stand1 ]
|
||||
{
|
||||
self.weaponframe=0;
|
||||
if (self.velocity_x || self.velocity_y)
|
||||
{
|
||||
self.walkframe=0;
|
||||
player_run();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
if (self.walkframe >= 12)
|
||||
self.walkframe = 0;
|
||||
self.frame = $axstnd1 + self.walkframe;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.walkframe >= 5)
|
||||
self.walkframe = 0;
|
||||
self.frame = $stand1 + self.walkframe;
|
||||
}
|
||||
self.walkframe = self.walkframe + 1;
|
||||
};
|
||||
|
||||
void() player_run =[ $rockrun1, player_run ]
|
||||
{
|
||||
self.weaponframe=0;
|
||||
if (!self.velocity_x && !self.velocity_y)
|
||||
{
|
||||
self.walkframe=0;
|
||||
player_stand1();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
if (self.walkframe == 6)
|
||||
self.walkframe = 0;
|
||||
self.frame = $axrun1 + self.walkframe;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.walkframe == 6)
|
||||
self.walkframe = 0;
|
||||
self.frame = self.frame + self.walkframe;
|
||||
}
|
||||
self.walkframe = self.walkframe + 1;
|
||||
};
|
||||
|
||||
void()muzzleflash =
|
||||
{
|
||||
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
|
||||
WriteEntity (MSG_MULTICAST, self);
|
||||
multicast (self.origin, MULTICAST_PVS);
|
||||
};
|
||||
|
||||
|
||||
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
|
||||
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
|
||||
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
|
||||
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
|
||||
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
|
||||
void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
|
||||
|
||||
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
|
||||
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
|
||||
void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
|
||||
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
|
||||
|
||||
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
|
||||
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
|
||||
void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
|
||||
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
|
||||
|
||||
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
|
||||
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
|
||||
void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
|
||||
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
|
||||
|
||||
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
|
||||
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
|
||||
void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
|
||||
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() player_nail1 =[$nailatt1, player_nail2 ]
|
||||
{
|
||||
muzzleflash();
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 9)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireSpikes (4);
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
void() player_nail2 =[$nailatt2, player_nail1 ]
|
||||
{
|
||||
muzzleflash();
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 9)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireSpikes (-4);
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() player_light1 =[$light1, player_light2 ]
|
||||
{
|
||||
muzzleflash();
|
||||
|
||||
if (!self.button0 || intermission_running)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 5)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireLightning();
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
void() player_light2 =[$light2, player_light1 ]
|
||||
{
|
||||
muzzleflash();
|
||||
|
||||
if (!self.button0 || intermission_running)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 5)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireLightning();
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
|
||||
muzzleflash();};
|
||||
void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
|
||||
void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
|
||||
void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
|
||||
void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
|
||||
void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
|
||||
void(float num_bubbles) DeathBubbles;
|
||||
|
||||
void() PainSound =
|
||||
{
|
||||
local float rs;
|
||||
|
||||
if (self.health < 0)
|
||||
return;
|
||||
|
||||
if (damage_attacker.classname == "teledeath")
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
// water pain sounds
|
||||
if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
|
||||
{
|
||||
DeathBubbles(1);
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
// slime pain sounds
|
||||
if (self.watertype == CONTENT_SLIME)
|
||||
{
|
||||
// FIX ME put in some steam here
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.watertype == CONTENT_LAVA)
|
||||
{
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.pain_finished > time)
|
||||
{
|
||||
self.axhitme = 0;
|
||||
return;
|
||||
}
|
||||
self.pain_finished = time + 0.5;
|
||||
|
||||
// don't make multiple pain sounds right after each other
|
||||
|
||||
// ax pain sound
|
||||
if (self.axhitme == 1)
|
||||
{
|
||||
self.axhitme = 0;
|
||||
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
rs = rint((random() * 5) + 1);
|
||||
|
||||
self.noise = "";
|
||||
if (rs == 1)
|
||||
self.noise = "player/pain1.wav";
|
||||
else if (rs == 2)
|
||||
self.noise = "player/pain2.wav";
|
||||
else if (rs == 3)
|
||||
self.noise = "player/pain3.wav";
|
||||
else if (rs == 4)
|
||||
self.noise = "player/pain4.wav";
|
||||
else if (rs == 5)
|
||||
self.noise = "player/pain5.wav";
|
||||
else
|
||||
self.noise = "player/pain6.wav";
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
return;
|
||||
};
|
||||
|
||||
void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
|
||||
void() player_pain2 = [ $pain2, player_pain3 ] {};
|
||||
void() player_pain3 = [ $pain3, player_pain4 ] {};
|
||||
void() player_pain4 = [ $pain4, player_pain5 ] {};
|
||||
void() player_pain5 = [ $pain5, player_pain6 ] {};
|
||||
void() player_pain6 = [ $pain6, player_run ] {};
|
||||
|
||||
void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
|
||||
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
|
||||
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
|
||||
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
|
||||
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
|
||||
void() player_axpain6 = [ $axpain6, player_run ] {};
|
||||
|
||||
void(entity attacker, float damage) player_pain =
|
||||
{
|
||||
if (self.weaponframe)
|
||||
return;
|
||||
|
||||
if (self.invisible_finished > time)
|
||||
return; // eyes don't have pain frames
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
player_axpain1 ();
|
||||
else
|
||||
player_pain1 ();
|
||||
};
|
||||
|
||||
void() player_diea1;
|
||||
void() player_dieb1;
|
||||
void() player_diec1;
|
||||
void() player_died1;
|
||||
void() player_diee1;
|
||||
void() player_die_ax1;
|
||||
|
||||
void() DeathBubblesSpawn =
|
||||
{
|
||||
local entity bubble;
|
||||
if (self.owner.waterlevel != 3)
|
||||
return;
|
||||
bubble = spawn();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.owner.origin + '0 0 24');
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
bubble.solid = SOLID_NOT;
|
||||
bubble.velocity = '0 0 15';
|
||||
bubble.nextthink = time + 0.5;
|
||||
bubble.think = bubble_bob;
|
||||
bubble.classname = "bubble";
|
||||
bubble.frame = 0;
|
||||
bubble.cnt = 0;
|
||||
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = DeathBubblesSpawn;
|
||||
self.air_finished = self.air_finished + 1;
|
||||
if (self.air_finished >= self.bubble_count)
|
||||
remove(self);
|
||||
};
|
||||
|
||||
void(float num_bubbles) DeathBubbles =
|
||||
{
|
||||
local entity bubble_spawner;
|
||||
|
||||
bubble_spawner = spawn();
|
||||
setorigin (bubble_spawner, self.origin);
|
||||
bubble_spawner.movetype = MOVETYPE_NONE;
|
||||
bubble_spawner.solid = SOLID_NOT;
|
||||
bubble_spawner.nextthink = time + 0.1;
|
||||
bubble_spawner.think = DeathBubblesSpawn;
|
||||
bubble_spawner.air_finished = 0;
|
||||
bubble_spawner.owner = self;
|
||||
bubble_spawner.bubble_count = num_bubbles;
|
||||
return;
|
||||
};
|
||||
|
||||
|
||||
void() DeathSound =
|
||||
{
|
||||
local float rs;
|
||||
|
||||
// water death sounds
|
||||
if (self.waterlevel == 3)
|
||||
{
|
||||
DeathBubbles(5);
|
||||
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
rs = rint ((random() * 4) + 1);
|
||||
if (rs == 1)
|
||||
self.noise = "player/death1.wav";
|
||||
if (rs == 2)
|
||||
self.noise = "player/death2.wav";
|
||||
if (rs == 3)
|
||||
self.noise = "player/death3.wav";
|
||||
if (rs == 4)
|
||||
self.noise = "player/death4.wav";
|
||||
if (rs == 5)
|
||||
self.noise = "player/death5.wav";
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
|
||||
return;
|
||||
};
|
||||
|
||||
|
||||
void() PlayerDead =
|
||||
{
|
||||
self.nextthink = -1;
|
||||
// allow respawn after a certain time
|
||||
self.deadflag = DEAD_DEAD;
|
||||
};
|
||||
|
||||
vector(float dm) VelocityForDamage =
|
||||
{
|
||||
local vector v;
|
||||
|
||||
if (vlen(damage_inflictor.velocity)>0)
|
||||
{
|
||||
v = 0.5 * damage_inflictor.velocity;
|
||||
v = v + (25 * normalize(self.origin-damage_inflictor.origin));
|
||||
v_z = 100 + 240 * random();
|
||||
v_x = v_x + (200 * crandom());
|
||||
v_y = v_y + (200 * crandom());
|
||||
//dprint ("Velocity gib\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
v_x = 100 * crandom();
|
||||
v_y = 100 * crandom();
|
||||
v_z = 200 + 100 * random();
|
||||
}
|
||||
|
||||
//v_x = 100 * crandom();
|
||||
//v_y = 100 * crandom();
|
||||
//v_z = 200 + 100 * random();
|
||||
|
||||
if (dm > -50)
|
||||
{
|
||||
// dprint ("level 1\n");
|
||||
v = v * 0.7;
|
||||
}
|
||||
else if (dm > -200)
|
||||
{
|
||||
// dprint ("level 3\n");
|
||||
v = v * 2;
|
||||
}
|
||||
else
|
||||
v = v * 10;
|
||||
|
||||
return v;
|
||||
};
|
||||
|
||||
void(string gibname, float dm) ThrowGib =
|
||||
{
|
||||
local entity new;
|
||||
|
||||
new = spawn();
|
||||
new.origin = self.origin;
|
||||
setmodel (new, gibname);
|
||||
setsize (new, '0 0 0', '0 0 0');
|
||||
new.velocity = VelocityForDamage (dm);
|
||||
new.movetype = MOVETYPE_BOUNCE;
|
||||
new.solid = SOLID_NOT;
|
||||
new.avelocity_x = random()*600;
|
||||
new.avelocity_y = random()*600;
|
||||
new.avelocity_z = random()*600;
|
||||
new.think = SUB_Remove;
|
||||
new.ltime = time;
|
||||
new.nextthink = time + 10 + random()*10;
|
||||
new.frame = 0;
|
||||
new.flags = 0;
|
||||
};
|
||||
|
||||
void(string gibname, float dm) ThrowHead =
|
||||
{
|
||||
setmodel (self, gibname);
|
||||
self.frame = 0;
|
||||
self.nextthink = -1;
|
||||
self.movetype = MOVETYPE_BOUNCE;
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.solid = SOLID_NOT;
|
||||
self.view_ofs = '0 0 8';
|
||||
setsize (self, '-16 -16 0', '16 16 56');
|
||||
self.velocity = VelocityForDamage (dm);
|
||||
self.origin_z = self.origin_z - 24;
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.avelocity = crandom() * '0 600 0';
|
||||
};
|
||||
|
||||
|
||||
void() GibPlayer =
|
||||
{
|
||||
ThrowHead ("progs/h_player.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
|
||||
self.deadflag = DEAD_DEAD;
|
||||
|
||||
if (damage_attacker.classname == "teledeath")
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (damage_attacker.classname == "teledeath2")
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() < 0.5)
|
||||
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
|
||||
};
|
||||
|
||||
void() PlayerDie =
|
||||
{
|
||||
local float i;
|
||||
local string s;
|
||||
self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
|
||||
if ((stof(infokey(world,"dq"))) != 0)
|
||||
{
|
||||
if (self.super_damage_finished > 0)
|
||||
{
|
||||
DropQuad (self.super_damage_finished - time);
|
||||
bprint (PRINT_LOW, self.netname);
|
||||
if (deathmatch == 4)
|
||||
bprint (PRINT_LOW, " lost an OctaPower with ");
|
||||
else
|
||||
bprint (PRINT_LOW, " lost a quad with ");
|
||||
s = ftos(rint(self.super_damage_finished - time));
|
||||
bprint (PRINT_LOW, s);
|
||||
bprint (PRINT_LOW, " seconds remaining\n");
|
||||
}
|
||||
}
|
||||
|
||||
if ((stof(infokey(world,"dr"))) != 0)
|
||||
{
|
||||
if (self.invisible_finished > 0)
|
||||
{
|
||||
bprint (PRINT_LOW, self.netname);
|
||||
bprint (PRINT_LOW, " lost a ring with ");
|
||||
s = ftos(rint(self.invisible_finished - time));
|
||||
bprint (PRINT_LOW, s);
|
||||
bprint (PRINT_LOW, " seconds remaining\n");
|
||||
DropRing (self.invisible_finished - time);
|
||||
}
|
||||
}
|
||||
|
||||
self.invisible_finished = 0; // don't die as eyes
|
||||
self.invincible_finished = 0;
|
||||
self.super_damage_finished = 0;
|
||||
self.radsuit_finished = 0;
|
||||
self.modelindex = modelindex_player; // don't use eyes
|
||||
|
||||
DropBackpack();
|
||||
|
||||
self.weaponmodel="";
|
||||
self.view_ofs = '0 0 -8';
|
||||
self.deadflag = DEAD_DYING;
|
||||
self.solid = SOLID_NOT;
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.movetype = MOVETYPE_TOSS;
|
||||
if (self.velocity_z < 10)
|
||||
self.velocity_z = self.velocity_z + random()*300;
|
||||
|
||||
if (self.health < -40)
|
||||
{
|
||||
GibPlayer ();
|
||||
return;
|
||||
}
|
||||
|
||||
DeathSound();
|
||||
|
||||
self.angles_x = 0;
|
||||
self.angles_z = 0;
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
player_die_ax1 ();
|
||||
return;
|
||||
}
|
||||
|
||||
i = cvar("temp1");
|
||||
if (!i)
|
||||
i = 1 + floor(random()*6);
|
||||
|
||||
if (i == 1)
|
||||
player_diea1();
|
||||
else if (i == 2)
|
||||
player_dieb1();
|
||||
else if (i == 3)
|
||||
player_diec1();
|
||||
else if (i == 4)
|
||||
player_died1();
|
||||
else
|
||||
player_diee1();
|
||||
|
||||
};
|
||||
|
||||
void() set_suicide_frame =
|
||||
{ // used by klill command and diconnect command
|
||||
if (self.model != "progs/player.mdl")
|
||||
return; // allready gibbed
|
||||
self.frame = $deatha11;
|
||||
self.solid = SOLID_NOT;
|
||||
self.movetype = MOVETYPE_TOSS;
|
||||
self.deadflag = DEAD_DEAD;
|
||||
self.nextthink = -1;
|
||||
};
|
||||
|
||||
|
||||
void() player_diea1 = [ $deatha1, player_diea2 ] {};
|
||||
void() player_diea2 = [ $deatha2, player_diea3 ] {};
|
||||
void() player_diea3 = [ $deatha3, player_diea4 ] {};
|
||||
void() player_diea4 = [ $deatha4, player_diea5 ] {};
|
||||
void() player_diea5 = [ $deatha5, player_diea6 ] {};
|
||||
void() player_diea6 = [ $deatha6, player_diea7 ] {};
|
||||
void() player_diea7 = [ $deatha7, player_diea8 ] {};
|
||||
void() player_diea8 = [ $deatha8, player_diea9 ] {};
|
||||
void() player_diea9 = [ $deatha9, player_diea10 ] {};
|
||||
void() player_diea10 = [ $deatha10, player_diea11 ] {};
|
||||
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
|
||||
|
||||
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
|
||||
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
|
||||
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
|
||||
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
|
||||
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
|
||||
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
|
||||
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
|
||||
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
|
||||
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
|
||||
|
||||
void() player_diec1 = [ $deathc1, player_diec2 ] {};
|
||||
void() player_diec2 = [ $deathc2, player_diec3 ] {};
|
||||
void() player_diec3 = [ $deathc3, player_diec4 ] {};
|
||||
void() player_diec4 = [ $deathc4, player_diec5 ] {};
|
||||
void() player_diec5 = [ $deathc5, player_diec6 ] {};
|
||||
void() player_diec6 = [ $deathc6, player_diec7 ] {};
|
||||
void() player_diec7 = [ $deathc7, player_diec8 ] {};
|
||||
void() player_diec8 = [ $deathc8, player_diec9 ] {};
|
||||
void() player_diec9 = [ $deathc9, player_diec10 ] {};
|
||||
void() player_diec10 = [ $deathc10, player_diec11 ] {};
|
||||
void() player_diec11 = [ $deathc11, player_diec12 ] {};
|
||||
void() player_diec12 = [ $deathc12, player_diec13 ] {};
|
||||
void() player_diec13 = [ $deathc13, player_diec14 ] {};
|
||||
void() player_diec14 = [ $deathc14, player_diec15 ] {};
|
||||
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
|
||||
|
||||
void() player_died1 = [ $deathd1, player_died2 ] {};
|
||||
void() player_died2 = [ $deathd2, player_died3 ] {};
|
||||
void() player_died3 = [ $deathd3, player_died4 ] {};
|
||||
void() player_died4 = [ $deathd4, player_died5 ] {};
|
||||
void() player_died5 = [ $deathd5, player_died6 ] {};
|
||||
void() player_died6 = [ $deathd6, player_died7 ] {};
|
||||
void() player_died7 = [ $deathd7, player_died8 ] {};
|
||||
void() player_died8 = [ $deathd8, player_died9 ] {};
|
||||
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
|
||||
|
||||
void() player_diee1 = [ $deathe1, player_diee2 ] {};
|
||||
void() player_diee2 = [ $deathe2, player_diee3 ] {};
|
||||
void() player_diee3 = [ $deathe3, player_diee4 ] {};
|
||||
void() player_diee4 = [ $deathe4, player_diee5 ] {};
|
||||
void() player_diee5 = [ $deathe5, player_diee6 ] {};
|
||||
void() player_diee6 = [ $deathe6, player_diee7 ] {};
|
||||
void() player_diee7 = [ $deathe7, player_diee8 ] {};
|
||||
void() player_diee8 = [ $deathe8, player_diee9 ] {};
|
||||
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
|
||||
|
||||
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
|
||||
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
|
||||
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
|
||||
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
|
||||
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
|
||||
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
|
||||
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
|
||||
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
|
||||
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
|
40
nqw/progs.src
Normal file
40
nqw/progs.src
Normal file
|
@ -0,0 +1,40 @@
|
|||
spprogs.dat
|
||||
|
||||
defs.qc
|
||||
subs.qc
|
||||
q_subs.qc // single
|
||||
fight.qc // single
|
||||
ai.qc // single
|
||||
combat.qc
|
||||
items.qc
|
||||
weapons.qc
|
||||
world.qc
|
||||
client.qc
|
||||
spectate.qc
|
||||
player.qc
|
||||
doors.qc
|
||||
buttons.qc
|
||||
triggers.qc
|
||||
plats.qc
|
||||
misc.qc
|
||||
|
||||
// single:
|
||||
|
||||
q_defs.qc
|
||||
monsters.qc
|
||||
|
||||
ogre.qc
|
||||
demon.qc
|
||||
shambler.qc
|
||||
knight.qc
|
||||
soldier.qc
|
||||
wizard.qc
|
||||
dog.qc
|
||||
zombie.qc
|
||||
boss.qc
|
||||
tarbaby.qc // registered
|
||||
hknight.qc // registered
|
||||
fish.qc // registered
|
||||
shalrath.qc // registered
|
||||
enforcer.qc // registered
|
||||
oldone.qc // registered
|
2
nqw/q_defs.qc
Normal file
2
nqw/q_defs.qc
Normal file
|
@ -0,0 +1,2 @@
|
|||
//float skill;
|
||||
//float coop;
|
27
nqw/q_subs.qc
Normal file
27
nqw/q_subs.qc
Normal file
|
@ -0,0 +1,27 @@
|
|||
/*
|
||||
|
||||
in nightmare mode, all attack_finished times become 0
|
||||
some monsters refire twice automatically
|
||||
|
||||
*/
|
||||
|
||||
void(float normal) SUB_AttackFinished =
|
||||
{
|
||||
self.cnt = 0; // refire count for nightmare
|
||||
if (skill != 3)
|
||||
self.attack_finished = time + normal;
|
||||
};
|
||||
|
||||
float (entity targ) visible;
|
||||
|
||||
void (void() thinkst) SUB_CheckRefire =
|
||||
{
|
||||
if (skill != 3)
|
||||
return;
|
||||
if (self.cnt == 1)
|
||||
return;
|
||||
if (!visible (self.enemy))
|
||||
return;
|
||||
self.cnt = 1;
|
||||
self.think = thinkst;
|
||||
};
|
18
nqw/qwprogs.src
Normal file
18
nqw/qwprogs.src
Normal file
|
@ -0,0 +1,18 @@
|
|||
../qwprogs.dat
|
||||
|
||||
defs.qc
|
||||
subs.qc
|
||||
combat.qc
|
||||
items.qc
|
||||
weapons.qc
|
||||
world.qc
|
||||
client.qc
|
||||
spectate.qc
|
||||
player.qc
|
||||
doors.qc
|
||||
buttons.qc
|
||||
triggers.qc
|
||||
plats.qc
|
||||
misc.qc
|
||||
|
||||
server.qc
|
14
nqw/readme-rus.txt
Normal file
14
nqw/readme-rus.txt
Normal file
|
@ -0,0 +1,14 @@
|
|||
Single Player Game for ZQuake, v.0.04 --- README
|
||||
|
||||
Настоятельно рекомендую использовать этот qwprogs.dat с ZQuake client+server,
|
||||
потому как в QW 2.30 нет поддержки single player'а.
|
||||
|
||||
Как запускать:
|
||||
1. Распаковать содержимое архива в папку quake/qw. В принципе всё, что нужно
|
||||
- это файл spprogs.dat.
|
||||
2. Запустить zquake.exe, в меню выбрать "Single Player", затем "New Game" -
|
||||
и вперед!
|
||||
|
||||
Со всеми вопросами - go to http://zquake.frag.ru/,
|
||||
|
||||
Все :-)
|
14
nqw/readme.txt
Normal file
14
nqw/readme.txt
Normal file
|
@ -0,0 +1,14 @@
|
|||
Single Player Game for ZQuake, v.0.04 --- README
|
||||
|
||||
It is highly recommended that you use this mod with ZQuake (zquake.exe
|
||||
or zquake-gl.exe), otherwise there will be some problems because QW 2.30
|
||||
doesn't fully support single player games.
|
||||
|
||||
Installing:
|
||||
|
||||
Just unpack the contents of this archive into your quake/qw folder
|
||||
(spprogs.dat is the only file really needed).
|
||||
Start ZQuake, press Esc to open the menu, choose "Single player", "New Game"
|
||||
and enjoy.
|
||||
|
||||
You can download ZQuake at http://zquake.frag.ru/ (or http://zquake.da.ru)
|
11
nqw/server.cfg
Normal file
11
nqw/server.cfg
Normal file
|
@ -0,0 +1,11 @@
|
|||
// use this on dedicated servers
|
||||
|
||||
maxclients 1
|
||||
maxspectators 0
|
||||
pausable 1
|
||||
sv_mintic 0.013
|
||||
coop 0
|
||||
skill 1
|
||||
deathmatch 0
|
||||
|
||||
//map start
|
98
nqw/server.qc
Normal file
98
nqw/server.qc
Normal file
|
@ -0,0 +1,98 @@
|
|||
void() monster_death_use;
|
||||
|
||||
|
||||
void() monster_ogre = {remove(self);};
|
||||
void() monster_demon1 = {remove(self);};
|
||||
void() monster_shambler = {remove(self);};
|
||||
void() monster_knight = {remove(self);};
|
||||
void() monster_army = {remove(self);};
|
||||
void() monster_wizard = {remove(self);};
|
||||
void() monster_dog = {remove(self);};
|
||||
void() monster_zombie = {remove(self);};
|
||||
void() monster_boss = {remove(self);};
|
||||
void() monster_tarbaby = {remove(self);};
|
||||
void() monster_hell_knight = {remove(self);};
|
||||
void() monster_fish = {remove(self);};
|
||||
void() monster_shalrath = {remove(self);};
|
||||
void() monster_enforcer = {remove(self);};
|
||||
void() monster_oldone = {remove(self);};
|
||||
void() event_lightning = {remove(self);};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
MOVETARGET CODE
|
||||
|
||||
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
|
||||
|
||||
targetname
|
||||
must be present. The name of this movetarget.
|
||||
|
||||
target
|
||||
the next spot to move to. If not present, stop here for good.
|
||||
|
||||
pausetime
|
||||
The number of seconds to spend standing or bowing for path_stand or path_bow
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
=============
|
||||
t_movetarget
|
||||
|
||||
Something has bumped into a movetarget. If it is a monster
|
||||
moving towards it, change the next destination and continue.
|
||||
==============
|
||||
*/
|
||||
void() t_movetarget =
|
||||
{
|
||||
local entity temp;
|
||||
|
||||
if (other.movetarget != self)
|
||||
return;
|
||||
|
||||
if (other.enemy)
|
||||
return; // fighting, not following a path
|
||||
|
||||
temp = self;
|
||||
self = other;
|
||||
other = temp;
|
||||
|
||||
if (self.classname == "monster_ogre")
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
|
||||
|
||||
//dprint ("t_movetarget\n");
|
||||
self.goalentity = self.movetarget = find (world, targetname, other.target);
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
self.pausetime = time + 999999;
|
||||
self.th_stand ();
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() movetarget_f =
|
||||
{
|
||||
if (!self.targetname)
|
||||
objerror ("monster_movetarget: no targetname");
|
||||
|
||||
self.solid = SOLID_TRIGGER;
|
||||
self.touch = t_movetarget;
|
||||
setsize (self, '-8 -8 -8', '8 8 8');
|
||||
|
||||
};
|
||||
|
||||
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
|
||||
Monsters will continue walking towards the next target corner.
|
||||
*/
|
||||
void() path_corner =
|
||||
{
|
||||
movetarget_f ();
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
236
nqw/shalrath.qc
Normal file
236
nqw/shalrath.qc
Normal file
|
@ -0,0 +1,236 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
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(entity attacker, float damage) 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(entity attacker, float damage) 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
|
||||
================
|
||||
*/
|
||||
void() ShalMissileTouch;
|
||||
void() ShalHome;
|
||||
void() ShalMissile =
|
||||
{
|
||||
local entity missile;
|
||||
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);
|
||||
|
||||
missile = spawn ();
|
||||
missile.owner = self;
|
||||
|
||||
missile.solid = SOLID_BBOX;
|
||||
missile.movetype = MOVETYPE_FLYMISSILE;
|
||||
setmodel (missile, "progs/v_spike.mdl");
|
||||
|
||||
setsize (missile, '0 0 0', '0 0 0');
|
||||
|
||||
missile.origin = self.origin + '0 0 10';
|
||||
missile.velocity = dir * 400;
|
||||
missile.avelocity = '300 300 300';
|
||||
missile.nextthink = flytime + time;
|
||||
missile.think = ShalHome;
|
||||
missile.enemy = self.enemy;
|
||||
missile.touch = ShalMissileTouch;
|
||||
};
|
||||
|
||||
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 == 3)
|
||||
self.velocity = dir * 350;
|
||||
else
|
||||
self.velocity = dir * 250;
|
||||
self.nextthink = time + 0.2;
|
||||
self.think = ShalHome;
|
||||
};
|
||||
|
||||
void() ShalMissileTouch =
|
||||
{
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
|
||||
if (other.classname == "monster_zombie")
|
||||
T_Damage (other, self, self, 110);
|
||||
T_RadiusDamage (self, self.owner, 40, world, "shalrath");
|
||||
sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
||||
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||||
multicast (self.origin, MULTICAST_PHS);
|
||||
|
||||
remove (self);
|
||||
};
|
||||
|
||||
//=================================================================
|
||||
|
||||
/*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;
|
||||
|
||||
};
|
367
nqw/shambler.qc
Normal file
367
nqw/shambler.qc
Normal file
|
@ -0,0 +1,367 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
SHAMBLER
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/shams
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin base
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
|
||||
$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
|
||||
$frame walk8 walk9 walk10 walk11 walk12
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6
|
||||
|
||||
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
|
||||
$frame smash8 smash9 smash10 smash11 smash12
|
||||
|
||||
$frame swingr1 swingr2 swingr3 swingr4 swingr5
|
||||
$frame swingr6 swingr7 swingr8 swingr9
|
||||
|
||||
$frame swingl1 swingl2 swingl3 swingl4 swingl5
|
||||
$frame swingl6 swingl7 swingl8 swingl9
|
||||
|
||||
$frame magic1 magic2 magic3 magic4 magic5
|
||||
$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6
|
||||
$frame death7 death8 death9 death10 death11
|
||||
|
||||
void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();};
|
||||
void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();};
|
||||
void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();};
|
||||
void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();};
|
||||
void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();};
|
||||
void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();};
|
||||
void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();};
|
||||
void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();};
|
||||
void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();};
|
||||
void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();};
|
||||
void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();};
|
||||
void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();};
|
||||
void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();};
|
||||
void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();};
|
||||
void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();};
|
||||
void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();};
|
||||
void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();};
|
||||
|
||||
void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);};
|
||||
void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);};
|
||||
void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);};
|
||||
void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);};
|
||||
void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);};
|
||||
void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);};
|
||||
void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);};
|
||||
void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);};
|
||||
void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);};
|
||||
void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);};
|
||||
void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);};
|
||||
void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7);
|
||||
if (random() > 0.8)
|
||||
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
|
||||
|
||||
void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);};
|
||||
void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);};
|
||||
void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);};
|
||||
void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);};
|
||||
void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);};
|
||||
void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20);
|
||||
if (random() > 0.8)
|
||||
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
|
||||
};
|
||||
|
||||
void() sham_smash1 =[ $smash1, sham_smash2 ] {
|
||||
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
|
||||
ai_charge(2);};
|
||||
void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);};
|
||||
void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);};
|
||||
void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);};
|
||||
void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);};
|
||||
void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);};
|
||||
void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);};
|
||||
void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);};
|
||||
void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);};
|
||||
void() sham_smash10 =[ $smash10, sham_smash11 ] {
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return;
|
||||
ai_charge(0);
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 100)
|
||||
return;
|
||||
if (!CanDamage (self.enemy, self))
|
||||
return;
|
||||
|
||||
ldmg = (random() + random() + random()) * 40;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
|
||||
|
||||
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
|
||||
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
|
||||
};
|
||||
void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);};
|
||||
void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);};
|
||||
|
||||
void() sham_swingr1;
|
||||
|
||||
void(float side) ShamClaw =
|
||||
{
|
||||
local vector delta;
|
||||
local float ldmg;
|
||||
|
||||
if (!self.enemy)
|
||||
return;
|
||||
ai_charge(10);
|
||||
|
||||
delta = self.enemy.origin - self.origin;
|
||||
|
||||
if (vlen(delta) > 100)
|
||||
return;
|
||||
|
||||
ldmg = (random() + random() + random()) * 20;
|
||||
T_Damage (self.enemy, self, self, ldmg);
|
||||
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
|
||||
|
||||
if (side)
|
||||
{
|
||||
makevectors (self.angles);
|
||||
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
|
||||
}
|
||||
};
|
||||
|
||||
void() sham_swingl1 =[ $swingl1, sham_swingl2 ] {
|
||||
sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
|
||||
ai_charge(5);};
|
||||
void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);};
|
||||
void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);};
|
||||
void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);};
|
||||
void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);};
|
||||
void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);};
|
||||
void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(250);};
|
||||
void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);};
|
||||
void() sham_swingl9 =[ $swingl9, sham_run1 ] {
|
||||
ai_charge(8);
|
||||
if (random()<0.5)
|
||||
self.think = sham_swingr1;
|
||||
};
|
||||
|
||||
void() sham_swingr1 =[ $swingr1, sham_swingr2 ] {
|
||||
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
|
||||
ai_charge(1);};
|
||||
void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);};
|
||||
void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);};
|
||||
void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);};
|
||||
void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);};
|
||||
void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);};
|
||||
void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(-250);};
|
||||
void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);};
|
||||
void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1);
|
||||
ai_charge(10);
|
||||
if (random()<0.5)
|
||||
self.think = sham_swingl1;
|
||||
};
|
||||
|
||||
void() sham_melee =
|
||||
{
|
||||
local float chance;
|
||||
|
||||
chance = random();
|
||||
if (chance > 0.6 || self.health == 600)
|
||||
sham_smash1 ();
|
||||
else if (chance > 0.3)
|
||||
sham_swingr1 ();
|
||||
else
|
||||
sham_swingl1 ();
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() CastLightning =
|
||||
{
|
||||
local vector org, dir;
|
||||
|
||||
muzzleflash();
|
||||
|
||||
ai_face ();
|
||||
|
||||
org = self.origin + '0 0 40';
|
||||
|
||||
dir = self.enemy.origin + '0 0 16' - org;
|
||||
dir = normalize (dir);
|
||||
|
||||
traceline (org, self.origin + dir*600, TRUE, self);
|
||||
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
|
||||
WriteEntity (MSG_BROADCAST, self);
|
||||
WriteCoord (MSG_BROADCAST, org_x);
|
||||
WriteCoord (MSG_BROADCAST, org_y);
|
||||
WriteCoord (MSG_BROADCAST, org_z);
|
||||
WriteCoord (MSG_BROADCAST, trace_endpos_x);
|
||||
WriteCoord (MSG_BROADCAST, trace_endpos_y);
|
||||
WriteCoord (MSG_BROADCAST, trace_endpos_z);
|
||||
|
||||
LightningDamage (org, trace_endpos, self, 10);
|
||||
};
|
||||
|
||||
void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
|
||||
sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
|
||||
void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2;
|
||||
local entity o;
|
||||
|
||||
muzzleflash();
|
||||
ai_face();
|
||||
self.owner = spawn();
|
||||
o = self.owner;
|
||||
setmodel (o, "progs/s_light.mdl");
|
||||
setorigin (o, self.origin);
|
||||
o.angles = self.angles;
|
||||
o.nextthink = time + 0.7;
|
||||
o.think = SUB_Remove;
|
||||
};
|
||||
void() sham_magic4 =[ $magic4, sham_magic5 ]
|
||||
{
|
||||
muzzleflash();
|
||||
self.owner.frame = 1;
|
||||
};
|
||||
void() sham_magic5 =[ $magic5, sham_magic6 ]
|
||||
{
|
||||
muzzleflash();
|
||||
self.owner.frame = 2;
|
||||
};
|
||||
void() sham_magic6 =[ $magic6, sham_magic9 ]
|
||||
{
|
||||
remove (self.owner);
|
||||
CastLightning();
|
||||
sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() sham_magic9 =[ $magic9, sham_magic10 ]
|
||||
{CastLightning();};
|
||||
void() sham_magic10 =[ $magic10, sham_magic11 ]
|
||||
{CastLightning();};
|
||||
void() sham_magic11 =[ $magic11, sham_magic12 ]
|
||||
{
|
||||
if (skill == 3)
|
||||
CastLightning();
|
||||
};
|
||||
void() sham_magic12 =[ $magic12, sham_run1 ] {};
|
||||
|
||||
|
||||
|
||||
void() sham_pain1 =[ $pain1, sham_pain2 ] {};
|
||||
void() sham_pain2 =[ $pain2, sham_pain3 ] {};
|
||||
void() sham_pain3 =[ $pain3, sham_pain4 ] {};
|
||||
void() sham_pain4 =[ $pain4, sham_pain5 ] {};
|
||||
void() sham_pain5 =[ $pain5, sham_pain6 ] {};
|
||||
void() sham_pain6 =[ $pain6, sham_run1 ] {};
|
||||
|
||||
void(entity attacker, float damage) sham_pain =
|
||||
{
|
||||
sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
|
||||
|
||||
if (self.health <= 0)
|
||||
return; // allready dying, don't go into pain frame
|
||||
|
||||
if (random()*400 > damage)
|
||||
return; // didn't flinch
|
||||
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
self.pain_finished = time + 2;
|
||||
|
||||
sham_pain1 ();
|
||||
};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() sham_death1 =[ $death1, sham_death2 ] {};
|
||||
void() sham_death2 =[ $death2, sham_death3 ] {};
|
||||
void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
|
||||
void() sham_death4 =[ $death4, sham_death5 ] {};
|
||||
void() sham_death5 =[ $death5, sham_death6 ] {};
|
||||
void() sham_death6 =[ $death6, sham_death7 ] {};
|
||||
void() sham_death7 =[ $death7, sham_death8 ] {};
|
||||
void() sham_death8 =[ $death8, sham_death9 ] {};
|
||||
void() sham_death9 =[ $death9, sham_death10 ] {};
|
||||
void() sham_death10 =[ $death10, sham_death11 ] {};
|
||||
void() sham_death11 =[ $death11, sham_death11 ] {};
|
||||
|
||||
void() sham_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -60)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_shams.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
|
||||
sham_death1 ();
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
|
||||
*/
|
||||
void() monster_shambler =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/shambler.mdl");
|
||||
precache_model ("progs/s_light.mdl");
|
||||
precache_model ("progs/h_shams.mdl");
|
||||
precache_model ("progs/bolt.mdl");
|
||||
|
||||
precache_sound ("shambler/sattck1.wav");
|
||||
precache_sound ("shambler/sboom.wav");
|
||||
precache_sound ("shambler/sdeath.wav");
|
||||
precache_sound ("shambler/shurt2.wav");
|
||||
precache_sound ("shambler/sidle.wav");
|
||||
precache_sound ("shambler/ssight.wav");
|
||||
precache_sound ("shambler/melee1.wav");
|
||||
precache_sound ("shambler/melee2.wav");
|
||||
precache_sound ("shambler/smack.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
setmodel (self, "progs/shambler.mdl");
|
||||
|
||||
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
||||
self.health = 600;
|
||||
|
||||
self.th_stand = sham_stand1;
|
||||
self.th_walk = sham_walk1;
|
||||
self.th_run = sham_run1;
|
||||
self.th_die = sham_die;
|
||||
self.th_melee = sham_melee;
|
||||
self.th_missile = sham_magic1;
|
||||
self.th_pain = sham_pain;
|
||||
|
||||
walkmonster_start();
|
||||
};
|
283
nqw/soldier.qc
Normal file
283
nqw/soldier.qc
Normal file
|
@ -0,0 +1,283 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
SOLDIER / PLAYER
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/soldier3
|
||||
$origin 0 -6 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
$frame death9 death10
|
||||
|
||||
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
|
||||
$frame deathc9 deathc10 deathc11
|
||||
|
||||
$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
||||
|
||||
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
|
||||
$frame painb11 painb12 painb13 painb14
|
||||
|
||||
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
|
||||
$frame painc11 painc12 painc13
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8
|
||||
|
||||
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9
|
||||
|
||||
$frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8
|
||||
$frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16
|
||||
$frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
SOLDIER CODE
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() army_fire;
|
||||
|
||||
void() army_stand1 =[ $stand1, army_stand2 ] {ai_stand();};
|
||||
void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();};
|
||||
void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();};
|
||||
void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();};
|
||||
void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();};
|
||||
void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();};
|
||||
void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();};
|
||||
void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();};
|
||||
|
||||
void() army_walk1 =[ $prowl_1, army_walk2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
|
||||
ai_walk(1);};
|
||||
void() army_walk2 =[ $prowl_2, army_walk3 ] {ai_walk(1);};
|
||||
void() army_walk3 =[ $prowl_3, army_walk4 ] {ai_walk(1);};
|
||||
void() army_walk4 =[ $prowl_4, army_walk5 ] {ai_walk(1);};
|
||||
void() army_walk5 =[ $prowl_5, army_walk6 ] {ai_walk(2);};
|
||||
void() army_walk6 =[ $prowl_6, army_walk7 ] {ai_walk(3);};
|
||||
void() army_walk7 =[ $prowl_7, army_walk8 ] {ai_walk(4);};
|
||||
void() army_walk8 =[ $prowl_8, army_walk9 ] {ai_walk(4);};
|
||||
void() army_walk9 =[ $prowl_9, army_walk10 ] {ai_walk(2);};
|
||||
void() army_walk10 =[ $prowl_10, army_walk11 ] {ai_walk(2);};
|
||||
void() army_walk11 =[ $prowl_11, army_walk12 ] {ai_walk(2);};
|
||||
void() army_walk12 =[ $prowl_12, army_walk13 ] {ai_walk(1);};
|
||||
void() army_walk13 =[ $prowl_13, army_walk14 ] {ai_walk(0);};
|
||||
void() army_walk14 =[ $prowl_14, army_walk15 ] {ai_walk(1);};
|
||||
void() army_walk15 =[ $prowl_15, army_walk16 ] {ai_walk(1);};
|
||||
void() army_walk16 =[ $prowl_16, army_walk17 ] {ai_walk(1);};
|
||||
void() army_walk17 =[ $prowl_17, army_walk18 ] {ai_walk(3);};
|
||||
void() army_walk18 =[ $prowl_18, army_walk19 ] {ai_walk(3);};
|
||||
void() army_walk19 =[ $prowl_19, army_walk20 ] {ai_walk(3);};
|
||||
void() army_walk20 =[ $prowl_20, army_walk21 ] {ai_walk(3);};
|
||||
void() army_walk21 =[ $prowl_21, army_walk22 ] {ai_walk(2);};
|
||||
void() army_walk22 =[ $prowl_22, army_walk23 ] {ai_walk(1);};
|
||||
void() army_walk23 =[ $prowl_23, army_walk24 ] {ai_walk(1);};
|
||||
void() army_walk24 =[ $prowl_24, army_walk1 ] {ai_walk(1);};
|
||||
|
||||
void() army_run1 =[ $run1, army_run2 ] {
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
|
||||
ai_run(11);};
|
||||
void() army_run2 =[ $run2, army_run3 ] {ai_run(15);};
|
||||
void() army_run3 =[ $run3, army_run4 ] {ai_run(10);};
|
||||
void() army_run4 =[ $run4, army_run5 ] {ai_run(10);};
|
||||
void() army_run5 =[ $run5, army_run6 ] {ai_run(8);};
|
||||
void() army_run6 =[ $run6, army_run7 ] {ai_run(15);};
|
||||
void() army_run7 =[ $run7, army_run8 ] {ai_run(10);};
|
||||
void() army_run8 =[ $run8, army_run1 ] {ai_run(8);};
|
||||
|
||||
void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();};
|
||||
void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();};
|
||||
void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();};
|
||||
void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();};
|
||||
void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire();muzzleflash();};
|
||||
void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face();};
|
||||
void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);};
|
||||
void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();};
|
||||
void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();};
|
||||
|
||||
|
||||
void() army_pain1 =[ $pain1, army_pain2 ] {};
|
||||
void() army_pain2 =[ $pain2, army_pain3 ] {};
|
||||
void() army_pain3 =[ $pain3, army_pain4 ] {};
|
||||
void() army_pain4 =[ $pain4, army_pain5 ] {};
|
||||
void() army_pain5 =[ $pain5, army_pain6 ] {};
|
||||
void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);};
|
||||
|
||||
void() army_painb1 =[ $painb1, army_painb2 ] {};
|
||||
void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);};
|
||||
void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);};
|
||||
void() army_painb4 =[ $painb4, army_painb5 ] {};
|
||||
void() army_painb5 =[ $painb5, army_painb6 ] {};
|
||||
void() army_painb6 =[ $painb6, army_painb7 ] {};
|
||||
void() army_painb7 =[ $painb7, army_painb8 ] {};
|
||||
void() army_painb8 =[ $painb8, army_painb9 ] {};
|
||||
void() army_painb9 =[ $painb9, army_painb10] {};
|
||||
void() army_painb10=[ $painb10, army_painb11] {};
|
||||
void() army_painb11=[ $painb11, army_painb12] {};
|
||||
void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);};
|
||||
void() army_painb13=[ $painb13, army_painb14] {};
|
||||
void() army_painb14=[ $painb14, army_run1 ] {};
|
||||
|
||||
void() army_painc1 =[ $painc1, army_painc2 ] {};
|
||||
void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);};
|
||||
void() army_painc3 =[ $painc3, army_painc4 ] {};
|
||||
void() army_painc4 =[ $painc4, army_painc5 ] {};
|
||||
void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);};
|
||||
void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);};
|
||||
void() army_painc7 =[ $painc7, army_painc8 ] {};
|
||||
void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);};
|
||||
void() army_painc9 =[ $painc9, army_painc10] {ai_painforward(4);};
|
||||
void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);};
|
||||
void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);};
|
||||
void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);};
|
||||
void() army_painc13=[ $painc13, army_run1] {};
|
||||
|
||||
void(entity attacker, float damage) army_pain =
|
||||
{
|
||||
local float r;
|
||||
|
||||
if (self.pain_finished > time)
|
||||
return;
|
||||
|
||||
r = random();
|
||||
|
||||
if (r < 0.2)
|
||||
{
|
||||
self.pain_finished = time + 0.6;
|
||||
army_pain1 ();
|
||||
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
|
||||
}
|
||||
else if (r < 0.6)
|
||||
{
|
||||
self.pain_finished = time + 1.1;
|
||||
army_painb1 ();
|
||||
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
|
||||
}
|
||||
else
|
||||
{
|
||||
self.pain_finished = time + 1.1;
|
||||
army_painc1 ();
|
||||
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void() army_fire =
|
||||
{
|
||||
local vector dir;
|
||||
local entity en;
|
||||
|
||||
ai_face();
|
||||
|
||||
sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);
|
||||
|
||||
// fire somewhat behind the player, so a dodging player is harder to hit
|
||||
en = self.enemy;
|
||||
|
||||
dir = en.origin - en.velocity*0.2;
|
||||
dir = normalize (dir - self.origin);
|
||||
|
||||
FireBullets (4, dir, '0.1 0.1 0');
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() army_die1 =[ $death1, army_die2 ] {};
|
||||
void() army_die2 =[ $death2, army_die3 ] {};
|
||||
void() army_die3 =[ $death3, army_die4 ]
|
||||
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
|
||||
void() army_die4 =[ $death4, army_die5 ] {};
|
||||
void() army_die5 =[ $death5, army_die6 ] {};
|
||||
void() army_die6 =[ $death6, army_die7 ] {};
|
||||
void() army_die7 =[ $death7, army_die8 ] {};
|
||||
void() army_die8 =[ $death8, army_die9 ] {};
|
||||
void() army_die9 =[ $death9, army_die10 ] {};
|
||||
void() army_die10 =[ $death10, army_die10 ] {};
|
||||
|
||||
void() army_cdie1 =[ $deathc1, army_cdie2 ] {};
|
||||
void() army_cdie2 =[ $deathc2, army_cdie3 ] {ai_back(5);};
|
||||
void() army_cdie3 =[ $deathc3, army_cdie4 ]
|
||||
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);};
|
||||
void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);};
|
||||
void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);};
|
||||
void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);};
|
||||
void() army_cdie7 =[ $deathc7, army_cdie8 ] {};
|
||||
void() army_cdie8 =[ $deathc8, army_cdie9 ] {};
|
||||
void() army_cdie9 =[ $deathc9, army_cdie10 ] {};
|
||||
void() army_cdie10 =[ $deathc10, army_cdie11 ] {};
|
||||
void() army_cdie11 =[ $deathc11, army_cdie11 ] {};
|
||||
|
||||
|
||||
void() army_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -35)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_guard.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
// regular death
|
||||
sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
|
||||
if (random() < 0.5)
|
||||
army_die1 ();
|
||||
else
|
||||
army_cdie1 ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
*/
|
||||
void() monster_army =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/soldier.mdl");
|
||||
precache_model ("progs/h_guard.mdl");
|
||||
precache_model ("progs/gib1.mdl");
|
||||
precache_model ("progs/gib2.mdl");
|
||||
precache_model ("progs/gib3.mdl");
|
||||
|
||||
precache_sound ("soldier/death1.wav");
|
||||
precache_sound ("soldier/idle.wav");
|
||||
precache_sound ("soldier/pain1.wav");
|
||||
precache_sound ("soldier/pain2.wav");
|
||||
precache_sound ("soldier/sattck1.wav");
|
||||
precache_sound ("soldier/sight1.wav");
|
||||
|
||||
precache_sound ("player/udeath.wav"); // gib death
|
||||
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/soldier.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 30;
|
||||
|
||||
self.th_stand = army_stand1;
|
||||
self.th_walk = army_walk1;
|
||||
self.th_run = army_run1;
|
||||
self.th_missile = army_atk1;
|
||||
self.th_pain = army_pain;
|
||||
self.th_die = army_die;
|
||||
|
||||
walkmonster_start ();
|
||||
};
|
84
nqw/spectate.qc
Normal file
84
nqw/spectate.qc
Normal file
|
@ -0,0 +1,84 @@
|
|||
// Spectator functions
|
||||
// Added Aug11'97 by Zoid <zoid@idsoftware.com>
|
||||
//
|
||||
// These functions are called from the server if they exist.
|
||||
// Note that Spectators only have one think since they movement code doesn't
|
||||
// track them much. Impulse commands work as usual, but don't call
|
||||
// the regular ImpulseCommand handler in weapons.qc since Spectators don't
|
||||
// have any weapons and things can explode.
|
||||
//
|
||||
// --- Zoid.
|
||||
|
||||
/*
|
||||
===========
|
||||
SpectatorConnect
|
||||
|
||||
called when a spectator connects to a server
|
||||
============
|
||||
*/
|
||||
void() SpectatorConnect =
|
||||
{
|
||||
bprint (PRINT_MEDIUM, "Spectator ");
|
||||
bprint (PRINT_MEDIUM, self.netname);
|
||||
bprint (PRINT_MEDIUM, " entered the game\n");
|
||||
|
||||
self.goalentity = world; // used for impulse 1 below
|
||||
};
|
||||
|
||||
/*
|
||||
===========
|
||||
SpectatorDisconnect
|
||||
|
||||
called when a spectator disconnects from a server
|
||||
============
|
||||
*/
|
||||
void() SpectatorDisconnect =
|
||||
{
|
||||
bprint (PRINT_MEDIUM, "Spectator ");
|
||||
bprint (PRINT_MEDIUM, self.netname);
|
||||
bprint (PRINT_MEDIUM, " left the game\n");
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
SpectatorImpulseCommand
|
||||
|
||||
Called by SpectatorThink if the spectator entered an impulse
|
||||
================
|
||||
*/
|
||||
void() SpectatorImpulseCommand =
|
||||
{
|
||||
if (self.impulse == 1) {
|
||||
// teleport the spectator to the next spawn point
|
||||
// note that if the spectator is tracking, this doesn't do
|
||||
// much
|
||||
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
|
||||
if (self.goalentity == world)
|
||||
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
|
||||
if (self.goalentity != world) {
|
||||
setorigin(self, self.goalentity.origin);
|
||||
self.angles = self.goalentity.angles;
|
||||
self.fixangle = TRUE; // turn this way immediately
|
||||
}
|
||||
}
|
||||
|
||||
self.impulse = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
SpectatorThink
|
||||
|
||||
Called every frame after physics are run
|
||||
================
|
||||
*/
|
||||
void() SpectatorThink =
|
||||
{
|
||||
// self.origin, etc contains spectator position, so you could
|
||||
// do some neat stuff here
|
||||
|
||||
if (self.impulse)
|
||||
SpectatorImpulseCommand();
|
||||
};
|
||||
|
||||
|
26
nqw/sprites.qc
Normal file
26
nqw/sprites.qc
Normal file
|
@ -0,0 +1,26 @@
|
|||
|
||||
// these are the only sprites still in the game...
|
||||
|
||||
$spritename s_explod
|
||||
$type vp_parallel
|
||||
$load /raid/quake/id1/gfx/sprites/explod03.lbm
|
||||
$frame 24 24 56 56
|
||||
$frame 120 24 56 56
|
||||
$frame 216 24 56 56
|
||||
$frame 24 88 56 56
|
||||
$frame 120 88 56 56
|
||||
$frame 216 88 56 56
|
||||
|
||||
|
||||
$spritename s_bubble
|
||||
$type vp_parallel
|
||||
$load /raid/quake/id1/gfx/sprites/bubble.lbm
|
||||
$frame 16 16 16 16
|
||||
$frame 40 16 16 16
|
||||
|
||||
|
||||
$spritename s_light
|
||||
$type vp_parallel
|
||||
$load /raid/quake/id1/gfx/sprites/light.lbm
|
||||
$frame 104 32 32 32
|
||||
|
284
nqw/subs.qc
Normal file
284
nqw/subs.qc
Normal file
|
@ -0,0 +1,284 @@
|
|||
|
||||
|
||||
void() SUB_Null = {};
|
||||
|
||||
void() SUB_Remove = {remove(self);};
|
||||
|
||||
|
||||
/*
|
||||
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
||||
just constant angles.
|
||||
*/
|
||||
vector() SetMovedir =
|
||||
{
|
||||
if (self.angles == '0 -1 0')
|
||||
self.movedir = '0 0 1';
|
||||
else if (self.angles == '0 -2 0')
|
||||
self.movedir = '0 0 -1';
|
||||
else
|
||||
{
|
||||
makevectors (self.angles);
|
||||
self.movedir = v_forward;
|
||||
}
|
||||
|
||||
self.angles = '0 0 0';
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
InitTrigger
|
||||
================
|
||||
*/
|
||||
void() InitTrigger =
|
||||
{
|
||||
// trigger angles are used for one-way touches. An angle of 0 is assumed
|
||||
// to mean no restrictions, so use a yaw of 360 instead.
|
||||
if (self.angles != '0 0 0')
|
||||
SetMovedir ();
|
||||
self.solid = SOLID_TRIGGER;
|
||||
setmodel (self, self.model); // set size and link into world
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
self.modelindex = 0;
|
||||
self.model = "";
|
||||
};
|
||||
|
||||
/*
|
||||
=============
|
||||
SUB_CalcMove
|
||||
|
||||
calculate self.velocity and self.nextthink to reach dest from
|
||||
self.origin traveling at speed
|
||||
===============
|
||||
*/
|
||||
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
|
||||
{
|
||||
local entity stemp;
|
||||
stemp = self;
|
||||
self = ent;
|
||||
|
||||
SUB_CalcMove (tdest, tspeed, func);
|
||||
self = stemp;
|
||||
};
|
||||
|
||||
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
|
||||
{
|
||||
local vector vdestdelta;
|
||||
local float len, traveltime;
|
||||
|
||||
if (!tspeed)
|
||||
objerror("No speed is defined!");
|
||||
|
||||
self.think1 = func;
|
||||
self.finaldest = tdest;
|
||||
self.think = SUB_CalcMoveDone;
|
||||
|
||||
if (tdest == self.origin)
|
||||
{
|
||||
self.velocity = '0 0 0';
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
vdestdelta = tdest - self.origin;
|
||||
|
||||
// calculate length of vector
|
||||
len = vlen (vdestdelta);
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
traveltime = len / tspeed;
|
||||
|
||||
if (traveltime < 0.03)
|
||||
traveltime = 0.03;
|
||||
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
self.nextthink = self.ltime + traveltime;
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
After moving, set origin to exact final destination
|
||||
============
|
||||
*/
|
||||
void() SUB_CalcMoveDone =
|
||||
{
|
||||
setorigin(self, self.finaldest);
|
||||
self.velocity = '0 0 0';
|
||||
self.nextthink = -1;
|
||||
if (self.think1)
|
||||
self.think1();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
SUB_CalcAngleMove
|
||||
|
||||
calculate self.avelocity and self.nextthink to reach destangle from
|
||||
self.angles rotating
|
||||
|
||||
The calling function should make sure self.think is valid
|
||||
===============
|
||||
*/
|
||||
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
|
||||
{
|
||||
local entity stemp;
|
||||
stemp = self;
|
||||
self = ent;
|
||||
SUB_CalcAngleMove (destangle, tspeed, func);
|
||||
self = stemp;
|
||||
};
|
||||
|
||||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
|
||||
{
|
||||
local vector destdelta;
|
||||
local float len, traveltime;
|
||||
|
||||
if (!tspeed)
|
||||
objerror("No speed is defined!");
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
destdelta = destangle - self.angles;
|
||||
|
||||
// calculate length of vector
|
||||
len = vlen (destdelta);
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
traveltime = len / tspeed;
|
||||
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
self.nextthink = self.ltime + traveltime;
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
self.avelocity = destdelta * (1 / traveltime);
|
||||
|
||||
self.think1 = func;
|
||||
self.finalangle = destangle;
|
||||
self.think = SUB_CalcAngleMoveDone;
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
After rotating, set angle to exact final angle
|
||||
============
|
||||
*/
|
||||
void() SUB_CalcAngleMoveDone =
|
||||
{
|
||||
self.angles = self.finalangle;
|
||||
self.avelocity = '0 0 0';
|
||||
self.nextthink = -1;
|
||||
if (self.think1)
|
||||
self.think1();
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
void() DelayThink =
|
||||
{
|
||||
activator = self.enemy;
|
||||
SUB_UseTargets ();
|
||||
remove(self);
|
||||
};
|
||||
|
||||
/*
|
||||
==============================
|
||||
SUB_UseTargets
|
||||
|
||||
the global "activator" should be set to the entity that initiated the firing.
|
||||
|
||||
If self.delay is set, a DelayedUse entity will be created that will actually
|
||||
do the SUB_UseTargets after that many seconds have passed.
|
||||
|
||||
Centerprints any self.message to the activator.
|
||||
|
||||
Removes all entities with a targetname that match self.killtarget,
|
||||
and removes them, so some events can remove other triggers.
|
||||
|
||||
Search for (string)targetname in all entities that
|
||||
match (string)self.target and call their .use function
|
||||
|
||||
==============================
|
||||
*/
|
||||
void() SUB_UseTargets =
|
||||
{
|
||||
local entity t, stemp, otemp, act;
|
||||
|
||||
//
|
||||
// check for a delay
|
||||
//
|
||||
if (self.delay)
|
||||
{
|
||||
// create a temp object to fire at a later time
|
||||
t = spawn();
|
||||
t.classname = "DelayedUse";
|
||||
t.nextthink = time + self.delay;
|
||||
t.think = DelayThink;
|
||||
t.enemy = activator;
|
||||
t.message = self.message;
|
||||
t.killtarget = self.killtarget;
|
||||
t.target = self.target;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// print the message
|
||||
//
|
||||
if (activator.classname == "player" && self.message != "")
|
||||
{
|
||||
centerprint (activator, self.message);
|
||||
if (!self.noise)
|
||||
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
//
|
||||
// kill the killtagets
|
||||
//
|
||||
if (self.killtarget)
|
||||
{
|
||||
t = world;
|
||||
do
|
||||
{
|
||||
t = find (t, targetname, self.killtarget);
|
||||
if (!t)
|
||||
return;
|
||||
remove (t);
|
||||
} while ( 1 );
|
||||
}
|
||||
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (self.target)
|
||||
{
|
||||
act = activator;
|
||||
t = world;
|
||||
do
|
||||
{
|
||||
t = find (t, targetname, self.target);
|
||||
if (!t)
|
||||
{
|
||||
return;
|
||||
}
|
||||
stemp = self;
|
||||
otemp = other;
|
||||
self = t;
|
||||
other = stemp;
|
||||
if (self.use != SUB_Null)
|
||||
{
|
||||
if (self.use)
|
||||
self.use ();
|
||||
}
|
||||
self = stemp;
|
||||
other = otemp;
|
||||
activator = act;
|
||||
} while ( 1 );
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
223
nqw/tarbaby.qc
Normal file
223
nqw/tarbaby.qc
Normal file
|
@ -0,0 +1,223 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
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 = self.flags - FL_ONGROUND;
|
||||
self.cnt = 0;
|
||||
};
|
||||
void() tbaby_jump6 =[ $jump6,tbaby_fly1 ] {};
|
||||
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
void() tbaby_die1 =[ $exp, tbaby_die2 ] {
|
||||
self.takedamage = DAMAGE_NO;
|
||||
};
|
||||
void() tbaby_die2 =[ $exp, tbaby_run1 ]
|
||||
{
|
||||
T_RadiusDamage (self, self, 120, world, "tarbaby");
|
||||
|
||||
sound (self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM);
|
||||
self.origin = self.origin - 8*normalize(self.velocity);
|
||||
|
||||
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_x);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_y);
|
||||
WriteCoord (MSG_BROADCAST, self.origin_z);
|
||||
multicast (self.origin, MULTICAST_PHS);
|
||||
|
||||
remove (self);
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
|
||||
/*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 ();
|
||||
};
|
||||
|
663
nqw/triggers.qc
Normal file
663
nqw/triggers.qc
Normal file
|
@ -0,0 +1,663 @@
|
|||
|
||||
entity stemp, otemp, s, old;
|
||||
|
||||
|
||||
void() trigger_reactivate =
|
||||
{
|
||||
self.solid = SOLID_TRIGGER;
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
float SPAWNFLAG_NOMESSAGE = 1;
|
||||
float SPAWNFLAG_NOTOUCH = 1;
|
||||
|
||||
// the wait time has passed, so set back up for another activation
|
||||
void() multi_wait =
|
||||
{
|
||||
if (self.max_health)
|
||||
{
|
||||
self.health = self.max_health;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.solid = SOLID_BBOX;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// the trigger was just touched/killed/used
|
||||
// self.enemy should be set to the activator so it can be held through a delay
|
||||
// so wait for the delay time before firing
|
||||
void() multi_trigger =
|
||||
{
|
||||
if (self.nextthink > time)
|
||||
{
|
||||
return; // allready been triggered
|
||||
}
|
||||
|
||||
if (self.classname == "trigger_secret")
|
||||
{
|
||||
if (self.enemy.classname != "player")
|
||||
return;
|
||||
found_secrets = found_secrets + 1;
|
||||
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
|
||||
}
|
||||
|
||||
if (self.noise)
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
|
||||
// don't trigger again until reset
|
||||
self.takedamage = DAMAGE_NO;
|
||||
|
||||
activator = self.enemy;
|
||||
|
||||
SUB_UseTargets();
|
||||
|
||||
if (self.wait > 0)
|
||||
{
|
||||
self.think = multi_wait;
|
||||
self.nextthink = time + self.wait;
|
||||
}
|
||||
else
|
||||
{ // we can't just remove (self) here, because this is a touch function
|
||||
// called wheil C code is looping through area links...
|
||||
self.touch = SUB_Null;
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = SUB_Remove;
|
||||
}
|
||||
};
|
||||
|
||||
void() multi_killed =
|
||||
{
|
||||
self.enemy = damage_attacker;
|
||||
multi_trigger();
|
||||
};
|
||||
|
||||
void() multi_use =
|
||||
{
|
||||
self.enemy = activator;
|
||||
multi_trigger();
|
||||
};
|
||||
|
||||
void() multi_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
// if the trigger has an angles field, check player's facing direction
|
||||
if (self.movedir != '0 0 0')
|
||||
{
|
||||
makevectors (other.angles);
|
||||
if (v_forward * self.movedir < 0)
|
||||
return; // not facing the right way
|
||||
}
|
||||
|
||||
self.enemy = other;
|
||||
multi_trigger ();
|
||||
};
|
||||
|
||||
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
|
||||
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
|
||||
If "delay" is set, the trigger waits some time after activating before firing.
|
||||
"wait" : Seconds between triggerings. (.2 default)
|
||||
If notouch is set, the trigger is only fired by other entities, not by touching.
|
||||
NOTOUCH has been obsoleted by trigger_relay!
|
||||
sounds
|
||||
1) secret
|
||||
2) beep beep
|
||||
3) large switch
|
||||
4)
|
||||
set "message" to text string
|
||||
*/
|
||||
void() trigger_multiple =
|
||||
{
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("misc/secret.wav");
|
||||
self.noise = "misc/secret.wav";
|
||||
}
|
||||
else if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("misc/talk.wav");
|
||||
self.noise = "misc/talk.wav";
|
||||
}
|
||||
else if (self.sounds == 3)
|
||||
{
|
||||
precache_sound ("misc/trigger1.wav");
|
||||
self.noise = "misc/trigger1.wav";
|
||||
}
|
||||
|
||||
if (!self.wait)
|
||||
self.wait = 0.2;
|
||||
self.use = multi_use;
|
||||
|
||||
InitTrigger ();
|
||||
|
||||
if (self.health)
|
||||
{
|
||||
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
|
||||
objerror ("health and notouch don't make sense\n");
|
||||
self.max_health = self.health;
|
||||
self.th_die = multi_killed;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.solid = SOLID_BBOX;
|
||||
setorigin (self, self.origin); // make sure it links into the world
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
|
||||
{
|
||||
self.touch = multi_touch;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trigger_once (.5 .5 .5) ? notouch
|
||||
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
|
||||
"targetname". If "health" is set, the trigger must be killed to activate.
|
||||
If notouch is set, the trigger is only fired by other entities, not by touching.
|
||||
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
|
||||
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
|
||||
sounds
|
||||
1) secret
|
||||
2) beep beep
|
||||
3) large switch
|
||||
4)
|
||||
set "message" to text string
|
||||
*/
|
||||
void() trigger_once =
|
||||
{
|
||||
self.wait = -1;
|
||||
trigger_multiple();
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
||||
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
|
||||
*/
|
||||
void() trigger_relay =
|
||||
{
|
||||
self.use = SUB_UseTargets;
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*QUAKED trigger_secret (.5 .5 .5) ?
|
||||
secret counter trigger
|
||||
sounds
|
||||
1) secret
|
||||
2) beep beep
|
||||
3)
|
||||
4)
|
||||
set "message" to text string
|
||||
*/
|
||||
void() trigger_secret =
|
||||
{
|
||||
total_secrets = total_secrets + 1;
|
||||
self.wait = -1;
|
||||
if (!self.message)
|
||||
self.message = "You found a secret area!";
|
||||
if (!self.sounds)
|
||||
self.sounds = 1;
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("misc/secret.wav");
|
||||
self.noise = "misc/secret.wav";
|
||||
}
|
||||
else if (self.sounds == 2)
|
||||
{
|
||||
precache_sound ("misc/talk.wav");
|
||||
self.noise = "misc/talk.wav";
|
||||
}
|
||||
|
||||
trigger_multiple ();
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
||||
|
||||
void() counter_use =
|
||||
{
|
||||
self.count = self.count - 1;
|
||||
if (self.count < 0)
|
||||
return;
|
||||
|
||||
if (self.count != 0)
|
||||
{
|
||||
if (activator.classname == "player"
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
|
||||
{
|
||||
if (self.count >= 4)
|
||||
centerprint (activator, "There are more to go...");
|
||||
else if (self.count == 3)
|
||||
centerprint (activator, "Only 3 more to go...");
|
||||
else if (self.count == 2)
|
||||
centerprint (activator, "Only 2 more to go...");
|
||||
else
|
||||
centerprint (activator, "Only 1 more to go...");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (activator.classname == "player"
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
|
||||
centerprint(activator, "Sequence completed!");
|
||||
self.enemy = activator;
|
||||
multi_trigger ();
|
||||
};
|
||||
|
||||
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
|
||||
Acts as an intermediary for an action that takes multiple inputs.
|
||||
|
||||
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
|
||||
|
||||
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
|
||||
*/
|
||||
void() trigger_counter =
|
||||
{
|
||||
self.wait = -1;
|
||||
if (!self.count)
|
||||
self.count = 2;
|
||||
|
||||
self.use = counter_use;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
TELEPORT TRIGGERS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
float PLAYER_ONLY = 1;
|
||||
float SILENT = 2;
|
||||
|
||||
void() play_teleport =
|
||||
{
|
||||
local float v;
|
||||
local string tmpstr;
|
||||
|
||||
v = random() * 5;
|
||||
if (v < 1)
|
||||
tmpstr = "misc/r_tele1.wav";
|
||||
else if (v < 2)
|
||||
tmpstr = "misc/r_tele2.wav";
|
||||
else if (v < 3)
|
||||
tmpstr = "misc/r_tele3.wav";
|
||||
else if (v < 4)
|
||||
tmpstr = "misc/r_tele4.wav";
|
||||
else
|
||||
tmpstr = "misc/r_tele5.wav";
|
||||
|
||||
sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void(vector org) spawn_tfog =
|
||||
{
|
||||
s = spawn ();
|
||||
s.origin = org;
|
||||
s.nextthink = time + 0.2;
|
||||
s.think = play_teleport;
|
||||
|
||||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_MULTICAST, TE_TELEPORT);
|
||||
WriteCoord (MSG_MULTICAST, org_x);
|
||||
WriteCoord (MSG_MULTICAST, org_y);
|
||||
WriteCoord (MSG_MULTICAST, org_z);
|
||||
multicast (org, MULTICAST_PHS);
|
||||
};
|
||||
|
||||
|
||||
void() tdeath_touch =
|
||||
{
|
||||
local entity other2;
|
||||
|
||||
if (other == self.owner)
|
||||
return;
|
||||
|
||||
// frag anyone who teleports in on top of an invincible player
|
||||
if (other.classname == "player")
|
||||
{
|
||||
if (other.invincible_finished > time &&
|
||||
self.owner.invincible_finished > time) {
|
||||
self.classname = "teledeath3";
|
||||
other.invincible_finished = 0;
|
||||
self.owner.invincible_finished = 0;
|
||||
T_Damage (other, self, self, 50000);
|
||||
other2 = self.owner;
|
||||
self.owner = other;
|
||||
T_Damage (other2, self, self, 50000);
|
||||
}
|
||||
|
||||
if (other.invincible_finished > time)
|
||||
{
|
||||
self.classname = "teledeath2";
|
||||
T_Damage (self.owner, self, self, 50000);
|
||||
return;
|
||||
}
|
||||
|
||||
// SINGLE -->
|
||||
if (self.owner.classname != "player")
|
||||
{ // other monsters explode themselves
|
||||
T_Damage (self.owner, self, self, 50000);
|
||||
return;
|
||||
}
|
||||
// <-- SINGLE
|
||||
}
|
||||
|
||||
if (other.health)
|
||||
{
|
||||
T_Damage (other, self, self, 50000);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void(vector org, entity death_owner) spawn_tdeath =
|
||||
{
|
||||
local entity death;
|
||||
|
||||
death = spawn();
|
||||
death.classname = "teledeath";
|
||||
death.movetype = MOVETYPE_NONE;
|
||||
death.solid = SOLID_TRIGGER;
|
||||
death.angles = '0 0 0';
|
||||
setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
|
||||
setorigin (death, org);
|
||||
death.touch = tdeath_touch;
|
||||
death.nextthink = time + 0.2;
|
||||
death.think = SUB_Remove;
|
||||
death.owner = death_owner;
|
||||
|
||||
force_retouch = 2; // make sure even still objects get hit
|
||||
};
|
||||
|
||||
void() teleport_touch =
|
||||
{
|
||||
local entity t;
|
||||
local vector org;
|
||||
|
||||
if (self.targetname)
|
||||
{
|
||||
if (self.nextthink < time)
|
||||
{
|
||||
return; // not fired yet
|
||||
}
|
||||
}
|
||||
|
||||
if (self.spawnflags & PLAYER_ONLY)
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
}
|
||||
|
||||
// only teleport living creatures
|
||||
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
|
||||
return;
|
||||
|
||||
SUB_UseTargets ();
|
||||
|
||||
// put a tfog where the player was
|
||||
spawn_tfog (other.origin);
|
||||
|
||||
t = find (world, targetname, self.target);
|
||||
if (!t)
|
||||
objerror ("couldn't find target");
|
||||
|
||||
// spawn a tfog flash in front of the destination
|
||||
makevectors (t.mangle);
|
||||
org = t.origin + 32 * v_forward;
|
||||
|
||||
spawn_tfog (org);
|
||||
spawn_tdeath(t.origin, other);
|
||||
|
||||
// move the player and lock him down for a little while
|
||||
if (!other.health)
|
||||
{
|
||||
other.origin = t.origin;
|
||||
other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
|
||||
return;
|
||||
}
|
||||
|
||||
setorigin (other, t.origin);
|
||||
other.angles = t.mangle;
|
||||
if (other.classname == "player")
|
||||
{
|
||||
other.fixangle = 1; // turn this way immediately
|
||||
other.teleport_time = time + 0.7;
|
||||
if (other.flags & FL_ONGROUND)
|
||||
other.flags = other.flags - FL_ONGROUND;
|
||||
other.velocity = v_forward * 300;
|
||||
}
|
||||
other.flags = other.flags - other.flags & FL_ONGROUND;
|
||||
};
|
||||
|
||||
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
||||
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
|
||||
*/
|
||||
void() info_teleport_destination =
|
||||
{
|
||||
// this does nothing, just serves as a target spot
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
self.model = "";
|
||||
self.origin = self.origin + '0 0 27';
|
||||
if (!self.targetname)
|
||||
objerror ("no targetname");
|
||||
};
|
||||
|
||||
void() teleport_use =
|
||||
{
|
||||
self.nextthink = time + 0.2;
|
||||
force_retouch = 2; // make sure even still objects get hit
|
||||
self.think = SUB_Null;
|
||||
};
|
||||
|
||||
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
|
||||
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
|
||||
|
||||
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
|
||||
*/
|
||||
void() trigger_teleport =
|
||||
{
|
||||
local vector o;
|
||||
|
||||
InitTrigger ();
|
||||
self.touch = teleport_touch;
|
||||
// find the destination
|
||||
if (!self.target)
|
||||
objerror ("no target");
|
||||
self.use = teleport_use;
|
||||
|
||||
if (!(self.spawnflags & SILENT))
|
||||
{
|
||||
precache_sound ("ambience/hum1.wav");
|
||||
o = (self.mins + self.maxs)*0.5;
|
||||
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
trigger_setskill
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() trigger_skill_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
if (deathmatch)
|
||||
return;
|
||||
|
||||
cvar_set ("skill", self.message);
|
||||
};
|
||||
|
||||
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
||||
sets skill level to the value of "message".
|
||||
Only used on start map.
|
||||
*/
|
||||
void() trigger_setskill =
|
||||
{
|
||||
InitTrigger ();
|
||||
self.touch = trigger_skill_touch;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
ONLY REGISTERED TRIGGERS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() trigger_onlyregistered_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
if (self.attack_finished > time)
|
||||
return;
|
||||
|
||||
self.attack_finished = time + 2;
|
||||
if (cvar("registered"))
|
||||
{
|
||||
self.message = "";
|
||||
SUB_UseTargets ();
|
||||
remove (self);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.message != "")
|
||||
{
|
||||
centerprint (other, self.message);
|
||||
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
|
||||
Only fires if playing the registered version, otherwise prints the message
|
||||
*/
|
||||
void() trigger_onlyregistered =
|
||||
{
|
||||
precache_sound ("misc/talk.wav");
|
||||
InitTrigger ();
|
||||
self.touch = trigger_onlyregistered_touch;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() hurt_on =
|
||||
{
|
||||
self.solid = SOLID_TRIGGER;
|
||||
self.nextthink = -1;
|
||||
};
|
||||
|
||||
void() hurt_touch =
|
||||
{
|
||||
if (other.takedamage)
|
||||
{
|
||||
self.solid = SOLID_NOT;
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
self.think = hurt_on;
|
||||
self.nextthink = time + 1;
|
||||
}
|
||||
|
||||
return;
|
||||
};
|
||||
|
||||
/*QUAKED trigger_hurt (.5 .5 .5) ?
|
||||
Any object touching this will be hurt
|
||||
set dmg to damage amount
|
||||
defalt dmg = 5
|
||||
*/
|
||||
void() trigger_hurt =
|
||||
{
|
||||
InitTrigger ();
|
||||
self.touch = hurt_touch;
|
||||
if (!self.dmg)
|
||||
self.dmg = 5;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
float PUSH_ONCE = 1;
|
||||
|
||||
void() trigger_push_touch =
|
||||
{
|
||||
if (other.classname == "grenade")
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
else if (other.health > 0)
|
||||
{
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
if (other.classname == "player")
|
||||
{
|
||||
if (other.fly_sound < time)
|
||||
{
|
||||
other.fly_sound = time + 1.5;
|
||||
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (self.spawnflags & PUSH_ONCE)
|
||||
remove(self);
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
|
||||
Pushes the player
|
||||
*/
|
||||
void() trigger_push =
|
||||
{
|
||||
InitTrigger ();
|
||||
precache_sound ("ambience/windfly.wav");
|
||||
self.touch = trigger_push_touch;
|
||||
if (!self.speed)
|
||||
self.speed = 1000;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() trigger_monsterjump_touch =
|
||||
{
|
||||
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
|
||||
return;
|
||||
|
||||
// set XY even if not on ground, so the jump will clear lips
|
||||
other.velocity_x = self.movedir_x * self.speed;
|
||||
other.velocity_y = self.movedir_y * self.speed;
|
||||
|
||||
if ( !(other.flags & FL_ONGROUND) )
|
||||
return;
|
||||
|
||||
other.flags = other.flags - FL_ONGROUND;
|
||||
|
||||
other.velocity_z = self.height;
|
||||
};
|
||||
|
||||
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
|
||||
Walking monsters that touch this will jump in the direction of the trigger's angle
|
||||
"speed" default to 200, the speed thrown forward
|
||||
"height" default to 200, the speed thrown upwards
|
||||
*/
|
||||
void() trigger_monsterjump =
|
||||
{
|
||||
if (!self.speed)
|
||||
self.speed = 200;
|
||||
if (!self.height)
|
||||
self.height = 200;
|
||||
if (self.angles == '0 0 0')
|
||||
self.angles = '0 360 0';
|
||||
InitTrigger ();
|
||||
self.touch = trigger_monsterjump_touch;
|
||||
};
|
||||
|
1397
nqw/weapons.qc
Normal file
1397
nqw/weapons.qc
Normal file
File diff suppressed because it is too large
Load diff
410
nqw/wizard.qc
Normal file
410
nqw/wizard.qc
Normal file
|
@ -0,0 +1,410 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
WIZARD
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
$cd id1/models/a_wizard
|
||||
$origin 0 0 24
|
||||
$base wizbase
|
||||
$skin wizbase
|
||||
|
||||
$frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8
|
||||
$frame hover9 hover10 hover11 hover12 hover13 hover14 hover15
|
||||
|
||||
$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10
|
||||
$frame fly11 fly12 fly13 fly14
|
||||
|
||||
$frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7
|
||||
$frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13
|
||||
|
||||
$frame pain1 pain2 pain3 pain4
|
||||
|
||||
$frame death1 death2 death3 death4 death5 death6 death7 death8
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
WIZARD
|
||||
|
||||
If the player moves behind cover before the missile is launched, launch it
|
||||
at the last visible spot with no velocity leading, in hopes that the player
|
||||
will duck back out and catch it.
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
=============
|
||||
LaunchMissile
|
||||
|
||||
Sets the given entities velocity and angles so that it will hit self.enemy
|
||||
if self.enemy maintains it's current velocity
|
||||
0.1 is moderately accurate, 0.0 is totally accurate
|
||||
=============
|
||||
*/
|
||||
void(entity missile, float mspeed, float accuracy) LaunchMissile =
|
||||
{
|
||||
local vector vec, move;
|
||||
local float fly;
|
||||
|
||||
makevectors (self.angles);
|
||||
|
||||
// set missile speed
|
||||
vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin;
|
||||
|
||||
// calc aproximate time for missile to reach vec
|
||||
fly = vlen (vec) / mspeed;
|
||||
|
||||
// get the entities xy velocity
|
||||
move = self.enemy.velocity;
|
||||
move_z = 0;
|
||||
|
||||
// project the target forward in time
|
||||
vec = vec + move * fly;
|
||||
|
||||
vec = normalize(vec);
|
||||
vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5);
|
||||
|
||||
missile.velocity = vec * mspeed;
|
||||
|
||||
missile.angles = '0 0 0';
|
||||
missile.angles_y = vectoyaw(missile.velocity);
|
||||
|
||||
// set missile duration
|
||||
missile.nextthink = time + 5;
|
||||
missile.think = SUB_Remove;
|
||||
};
|
||||
|
||||
|
||||
void() wiz_run1;
|
||||
void() wiz_side1;
|
||||
|
||||
/*
|
||||
=================
|
||||
WizardCheckAttack
|
||||
=================
|
||||
*/
|
||||
float() WizardCheckAttack =
|
||||
{
|
||||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
local float chance;
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return FALSE;
|
||||
if (!enemy_vis)
|
||||
return FALSE;
|
||||
|
||||
if (enemy_range == RANGE_FAR)
|
||||
{
|
||||
if (self.attack_state != AS_STRAIGHT)
|
||||
{
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
wiz_run1 ();
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
targ = self.enemy;
|
||||
|
||||
// see if any entities are in the way of the shot
|
||||
spot1 = self.origin + self.view_ofs;
|
||||
spot2 = targ.origin + targ.view_ofs;
|
||||
|
||||
traceline (spot1, spot2, FALSE, self);
|
||||
|
||||
if (trace_ent != targ)
|
||||
{ // don't have a clear shot, so move to a side
|
||||
if (self.attack_state != AS_STRAIGHT)
|
||||
{
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
wiz_run1 ();
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
chance = 0.9;
|
||||
else if (enemy_range == RANGE_NEAR)
|
||||
chance = 0.6;
|
||||
else if (enemy_range == RANGE_MID)
|
||||
chance = 0.2;
|
||||
else
|
||||
chance = 0;
|
||||
|
||||
if (random () < chance)
|
||||
{
|
||||
self.attack_state = AS_MISSILE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if (enemy_range == RANGE_MID)
|
||||
{
|
||||
if (self.attack_state != AS_STRAIGHT)
|
||||
{
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
wiz_run1 ();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.attack_state != AS_SLIDING)
|
||||
{
|
||||
self.attack_state = AS_SLIDING;
|
||||
wiz_side1 ();
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
/*
|
||||
=================
|
||||
WizardAttackFinished
|
||||
=================
|
||||
*/
|
||||
float() WizardAttackFinished =
|
||||
{
|
||||
if (enemy_range >= RANGE_MID || !enemy_vis)
|
||||
{
|
||||
self.attack_state = AS_STRAIGHT;
|
||||
self.think = wiz_run1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self.attack_state = AS_SLIDING;
|
||||
self.think = wiz_side1;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
FAST ATTACKS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
void() Wiz_FastFire =
|
||||
{
|
||||
local vector vec;
|
||||
local vector dst;
|
||||
|
||||
if (self.owner.health > 0)
|
||||
{
|
||||
muzzleflash();
|
||||
|
||||
makevectors (self.enemy.angles);
|
||||
dst = self.enemy.origin - 13*self.movedir;
|
||||
|
||||
vec = normalize(dst - self.origin);
|
||||
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
|
||||
launch_spike (self.origin, vec);
|
||||
newmis.velocity = vec*600;
|
||||
newmis.owner = self.owner;
|
||||
newmis.classname = "wizspike";
|
||||
setmodel (newmis, "progs/w_spike.mdl");
|
||||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||||
}
|
||||
|
||||
remove (self);
|
||||
};
|
||||
|
||||
|
||||
void() Wiz_StartFast =
|
||||
{
|
||||
local entity missile;
|
||||
|
||||
sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM);
|
||||
self.v_angle = self.angles;
|
||||
makevectors (self.angles);
|
||||
|
||||
missile = spawn ();
|
||||
missile.owner = self;
|
||||
missile.nextthink = time + 0.6;
|
||||
setsize (missile, '0 0 0', '0 0 0');
|
||||
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14);
|
||||
missile.enemy = self.enemy;
|
||||
missile.nextthink = time + 0.8;
|
||||
missile.think = Wiz_FastFire;
|
||||
missile.movedir = v_right;
|
||||
|
||||
missile = spawn ();
|
||||
missile.owner = self;
|
||||
missile.nextthink = time + 1;
|
||||
setsize (missile, '0 0 0', '0 0 0');
|
||||
setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14);
|
||||
missile.enemy = self.enemy;
|
||||
missile.nextthink = time + 0.3;
|
||||
missile.think = Wiz_FastFire;
|
||||
missile.movedir = VEC_ORIGIN - v_right;
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() Wiz_idlesound =
|
||||
{
|
||||
local float wr;
|
||||
wr = random() * 5;
|
||||
|
||||
if (self.waitmin < time)
|
||||
{
|
||||
self.waitmin = time + 2;
|
||||
if (wr > 4.5)
|
||||
sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE);
|
||||
if (wr < 1.5)
|
||||
sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE);
|
||||
}
|
||||
return;
|
||||
};
|
||||
|
||||
void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();};
|
||||
void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();};
|
||||
void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();};
|
||||
void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();};
|
||||
void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();};
|
||||
void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();};
|
||||
void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();};
|
||||
void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();};
|
||||
|
||||
void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8);
|
||||
Wiz_idlesound();};
|
||||
void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);};
|
||||
void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);};
|
||||
void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);};
|
||||
void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);};
|
||||
void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);};
|
||||
void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);};
|
||||
void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);};
|
||||
|
||||
void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8);
|
||||
Wiz_idlesound();};
|
||||
void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);};
|
||||
void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);};
|
||||
void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);};
|
||||
void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);};
|
||||
void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);};
|
||||
void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);};
|
||||
void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);};
|
||||
|
||||
void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16);
|
||||
Wiz_idlesound();
|
||||
};
|
||||
void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);};
|
||||
void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);};
|
||||
void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);};
|
||||
void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);};
|
||||
void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);};
|
||||
void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);};
|
||||
void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);};
|
||||
void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);};
|
||||
void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);};
|
||||
void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);};
|
||||
void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);};
|
||||
void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);};
|
||||
void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);};
|
||||
|
||||
void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();};
|
||||
void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();};
|
||||
void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();};
|
||||
void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();};
|
||||
void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();};
|
||||
void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();};
|
||||
void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();};
|
||||
void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();};
|
||||
void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();};
|
||||
void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();};
|
||||
|
||||
void() wiz_pain1 =[ $pain1, wiz_pain2 ] {};
|
||||
void() wiz_pain2 =[ $pain2, wiz_pain3 ] {};
|
||||
void() wiz_pain3 =[ $pain3, wiz_pain4 ] {};
|
||||
void() wiz_pain4 =[ $pain4, wiz_run1 ] {};
|
||||
|
||||
void() wiz_death1 =[ $death1, wiz_death2 ] {
|
||||
|
||||
self.velocity_x = -200 + 400*random();
|
||||
self.velocity_y = -200 + 400*random();
|
||||
self.velocity_z = 100 + 100*random();
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM);
|
||||
};
|
||||
void() wiz_death2 =[ $death2, wiz_death3 ] {};
|
||||
void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;};
|
||||
void() wiz_death4 =[ $death4, wiz_death5 ] {};
|
||||
void() wiz_death5 =[ $death5, wiz_death6 ] {};
|
||||
void() wiz_death6 =[ $death6, wiz_death7 ] {};
|
||||
void() wiz_death7 =[ $death7, wiz_death8 ] {};
|
||||
void() wiz_death8 =[ $death8, wiz_death8 ] {};
|
||||
|
||||
void() wiz_die =
|
||||
{
|
||||
// check for gib
|
||||
if (self.health < -40)
|
||||
{
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_wizard.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
return;
|
||||
}
|
||||
|
||||
wiz_death1 ();
|
||||
};
|
||||
|
||||
|
||||
void(entity attacker, float damage) Wiz_Pain =
|
||||
{
|
||||
sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM);
|
||||
if (random()*70 > damage)
|
||||
return; // didn't flinch
|
||||
|
||||
wiz_pain1 ();
|
||||
};
|
||||
|
||||
|
||||
void() Wiz_Missile =
|
||||
{
|
||||
wiz_fast1();
|
||||
};
|
||||
|
||||
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
||||
*/
|
||||
void() monster_wizard =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
precache_model ("progs/wizard.mdl");
|
||||
precache_model ("progs/h_wizard.mdl");
|
||||
precache_model ("progs/w_spike.mdl");
|
||||
|
||||
precache_sound ("wizard/hit.wav"); // used by c code
|
||||
precache_sound ("wizard/wattack.wav");
|
||||
precache_sound ("wizard/wdeath.wav");
|
||||
precache_sound ("wizard/widle1.wav");
|
||||
precache_sound ("wizard/widle2.wav");
|
||||
precache_sound ("wizard/wpain.wav");
|
||||
precache_sound ("wizard/wsight.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/wizard.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 80;
|
||||
|
||||
self.th_stand = wiz_stand1;
|
||||
self.th_walk = wiz_walk1;
|
||||
self.th_run = wiz_run1;
|
||||
self.th_missile = Wiz_Missile;
|
||||
self.th_pain = Wiz_Pain;
|
||||
self.th_die = wiz_die;
|
||||
|
||||
flymonster_start ();
|
||||
};
|
407
nqw/world.qc
Normal file
407
nqw/world.qc
Normal file
|
@ -0,0 +1,407 @@
|
|||
|
||||
void() InitBodyQue;
|
||||
|
||||
|
||||
void() main =
|
||||
{
|
||||
dprint ("main function\n");
|
||||
|
||||
// these are just commands the the prog compiler to copy these files
|
||||
|
||||
precache_file ("progs.dat");
|
||||
precache_file ("gfx.wad");
|
||||
precache_file ("quake.rc");
|
||||
precache_file ("default.cfg");
|
||||
|
||||
precache_file ("end1.bin");
|
||||
precache_file2 ("end2.bin");
|
||||
|
||||
precache_file ("demo1.dem");
|
||||
precache_file ("demo2.dem");
|
||||
precache_file ("demo3.dem");
|
||||
|
||||
//
|
||||
// these are all of the lumps from the cached.ls files
|
||||
//
|
||||
precache_file ("gfx/palette.lmp");
|
||||
precache_file ("gfx/colormap.lmp");
|
||||
|
||||
precache_file2 ("gfx/pop.lmp");
|
||||
|
||||
precache_file ("gfx/complete.lmp");
|
||||
precache_file ("gfx/inter.lmp");
|
||||
|
||||
precache_file ("gfx/ranking.lmp");
|
||||
precache_file ("gfx/vidmodes.lmp");
|
||||
precache_file ("gfx/finale.lmp");
|
||||
precache_file ("gfx/conback.lmp");
|
||||
precache_file ("gfx/qplaque.lmp");
|
||||
|
||||
precache_file ("gfx/menudot1.lmp");
|
||||
precache_file ("gfx/menudot2.lmp");
|
||||
precache_file ("gfx/menudot3.lmp");
|
||||
precache_file ("gfx/menudot4.lmp");
|
||||
precache_file ("gfx/menudot5.lmp");
|
||||
precache_file ("gfx/menudot6.lmp");
|
||||
|
||||
precache_file ("gfx/menuplyr.lmp");
|
||||
precache_file ("gfx/bigbox.lmp");
|
||||
precache_file ("gfx/dim_modm.lmp");
|
||||
precache_file ("gfx/dim_drct.lmp");
|
||||
precache_file ("gfx/dim_ipx.lmp");
|
||||
precache_file ("gfx/dim_tcp.lmp");
|
||||
precache_file ("gfx/dim_mult.lmp");
|
||||
precache_file ("gfx/mainmenu.lmp");
|
||||
|
||||
precache_file ("gfx/box_tl.lmp");
|
||||
precache_file ("gfx/box_tm.lmp");
|
||||
precache_file ("gfx/box_tr.lmp");
|
||||
|
||||
precache_file ("gfx/box_ml.lmp");
|
||||
precache_file ("gfx/box_mm.lmp");
|
||||
precache_file ("gfx/box_mm2.lmp");
|
||||
precache_file ("gfx/box_mr.lmp");
|
||||
|
||||
precache_file ("gfx/box_bl.lmp");
|
||||
precache_file ("gfx/box_bm.lmp");
|
||||
precache_file ("gfx/box_br.lmp");
|
||||
|
||||
precache_file ("gfx/sp_menu.lmp");
|
||||
precache_file ("gfx/ttl_sgl.lmp");
|
||||
precache_file ("gfx/ttl_main.lmp");
|
||||
precache_file ("gfx/ttl_cstm.lmp");
|
||||
|
||||
precache_file ("gfx/mp_menu.lmp");
|
||||
|
||||
precache_file ("gfx/netmen1.lmp");
|
||||
precache_file ("gfx/netmen2.lmp");
|
||||
precache_file ("gfx/netmen3.lmp");
|
||||
precache_file ("gfx/netmen4.lmp");
|
||||
precache_file ("gfx/netmen5.lmp");
|
||||
|
||||
precache_file ("gfx/sell.lmp");
|
||||
|
||||
precache_file ("gfx/help0.lmp");
|
||||
precache_file ("gfx/help1.lmp");
|
||||
precache_file ("gfx/help2.lmp");
|
||||
precache_file ("gfx/help3.lmp");
|
||||
precache_file ("gfx/help4.lmp");
|
||||
precache_file ("gfx/help5.lmp");
|
||||
|
||||
precache_file ("gfx/pause.lmp");
|
||||
precache_file ("gfx/loading.lmp");
|
||||
|
||||
precache_file ("gfx/p_option.lmp");
|
||||
precache_file ("gfx/p_load.lmp");
|
||||
precache_file ("gfx/p_save.lmp");
|
||||
precache_file ("gfx/p_multi.lmp");
|
||||
|
||||
// sounds loaded by C code
|
||||
precache_sound ("misc/menu1.wav");
|
||||
precache_sound ("misc/menu2.wav");
|
||||
precache_sound ("misc/menu3.wav");
|
||||
|
||||
precache_sound ("ambience/water1.wav");
|
||||
precache_sound ("ambience/wind2.wav");
|
||||
|
||||
// shareware
|
||||
precache_file ("maps/start.bsp");
|
||||
|
||||
precache_file ("maps/e1m1.bsp");
|
||||
precache_file ("maps/e1m2.bsp");
|
||||
precache_file ("maps/e1m3.bsp");
|
||||
precache_file ("maps/e1m4.bsp");
|
||||
precache_file ("maps/e1m5.bsp");
|
||||
precache_file ("maps/e1m6.bsp");
|
||||
precache_file ("maps/e1m7.bsp");
|
||||
precache_file ("maps/e1m8.bsp");
|
||||
|
||||
// registered
|
||||
precache_file2 ("gfx/pop.lmp");
|
||||
|
||||
precache_file2 ("maps/e2m1.bsp");
|
||||
precache_file2 ("maps/e2m2.bsp");
|
||||
precache_file2 ("maps/e2m3.bsp");
|
||||
precache_file2 ("maps/e2m4.bsp");
|
||||
precache_file2 ("maps/e2m5.bsp");
|
||||
precache_file2 ("maps/e2m6.bsp");
|
||||
precache_file2 ("maps/e2m7.bsp");
|
||||
|
||||
precache_file2 ("maps/e3m1.bsp");
|
||||
precache_file2 ("maps/e3m2.bsp");
|
||||
precache_file2 ("maps/e3m3.bsp");
|
||||
precache_file2 ("maps/e3m4.bsp");
|
||||
precache_file2 ("maps/e3m5.bsp");
|
||||
precache_file2 ("maps/e3m6.bsp");
|
||||
precache_file2 ("maps/e3m7.bsp");
|
||||
|
||||
precache_file2 ("maps/e4m1.bsp");
|
||||
precache_file2 ("maps/e4m2.bsp");
|
||||
precache_file2 ("maps/e4m3.bsp");
|
||||
precache_file2 ("maps/e4m4.bsp");
|
||||
precache_file2 ("maps/e4m5.bsp");
|
||||
precache_file2 ("maps/e4m6.bsp");
|
||||
precache_file2 ("maps/e4m7.bsp");
|
||||
precache_file2 ("maps/e4m8.bsp");
|
||||
|
||||
precache_file2 ("maps/end.bsp");
|
||||
|
||||
precache_file2 ("maps/dm1.bsp");
|
||||
precache_file2 ("maps/dm2.bsp");
|
||||
precache_file2 ("maps/dm3.bsp");
|
||||
precache_file2 ("maps/dm4.bsp");
|
||||
precache_file2 ("maps/dm5.bsp");
|
||||
precache_file2 ("maps/dm6.bsp");
|
||||
};
|
||||
|
||||
|
||||
entity lastspawn;
|
||||
|
||||
//=======================
|
||||
/*QUAKED worldspawn (0 0 0) ?
|
||||
Only used for the world entity.
|
||||
Set message to the level name.
|
||||
Set sounds to the cd track to play.
|
||||
|
||||
World Types:
|
||||
0: medieval
|
||||
1: metal
|
||||
2: base
|
||||
*/
|
||||
//=======================
|
||||
void() worldspawn =
|
||||
{
|
||||
lastspawn = world;
|
||||
InitBodyQue ();
|
||||
|
||||
// custom map attributes
|
||||
|
||||
if (self.model == "maps/e1m8.bsp")
|
||||
cvar_set ("sv_gravity", "100");
|
||||
else
|
||||
cvar_set ("sv_gravity", "800");
|
||||
|
||||
|
||||
// the area based ambient sounds MUST be the first precache_sounds
|
||||
|
||||
// player precaches
|
||||
W_Precache (); // get weapon precaches
|
||||
|
||||
// sounds used from C physics code
|
||||
precache_sound ("demon/dland2.wav"); // landing thud
|
||||
precache_sound ("misc/h2ohit1.wav"); // landing splash
|
||||
|
||||
// setup precaches allways needed
|
||||
precache_sound ("items/itembk2.wav"); // item respawn sound
|
||||
precache_sound ("player/plyrjmp8.wav"); // player jump
|
||||
precache_sound ("player/land.wav"); // player landing
|
||||
precache_sound ("player/land2.wav"); // player hurt landing
|
||||
precache_sound ("player/drown1.wav"); // drowning pain
|
||||
precache_sound ("player/drown2.wav"); // drowning pain
|
||||
precache_sound ("player/gasp1.wav"); // gasping for air
|
||||
precache_sound ("player/gasp2.wav"); // taking breath
|
||||
precache_sound ("player/h2odeath.wav"); // drowning death
|
||||
|
||||
precache_sound ("misc/talk.wav"); // talk
|
||||
precache_sound ("player/teledth1.wav"); // telefrag
|
||||
precache_sound ("misc/r_tele1.wav"); // teleport sounds
|
||||
precache_sound ("misc/r_tele2.wav");
|
||||
precache_sound ("misc/r_tele3.wav");
|
||||
precache_sound ("misc/r_tele4.wav");
|
||||
precache_sound ("misc/r_tele5.wav");
|
||||
precache_sound ("weapons/lock4.wav"); // ammo pick up
|
||||
precache_sound ("weapons/pkup.wav"); // weapon up
|
||||
precache_sound ("items/armor1.wav"); // armor up
|
||||
precache_sound ("weapons/lhit.wav"); //lightning
|
||||
precache_sound ("weapons/lstart.wav"); //lightning start
|
||||
precache_sound ("items/damage3.wav");
|
||||
|
||||
precache_sound ("misc/power.wav"); //lightning for boss
|
||||
|
||||
// player gib sounds
|
||||
precache_sound ("player/gib.wav"); // player gib sound
|
||||
precache_sound ("player/udeath.wav"); // player gib sound
|
||||
precache_sound ("player/tornoff2.wav"); // gib sound
|
||||
|
||||
// player pain sounds
|
||||
|
||||
precache_sound ("player/pain1.wav");
|
||||
precache_sound ("player/pain2.wav");
|
||||
precache_sound ("player/pain3.wav");
|
||||
precache_sound ("player/pain4.wav");
|
||||
precache_sound ("player/pain5.wav");
|
||||
precache_sound ("player/pain6.wav");
|
||||
|
||||
// player death sounds
|
||||
precache_sound ("player/death1.wav");
|
||||
precache_sound ("player/death2.wav");
|
||||
precache_sound ("player/death3.wav");
|
||||
precache_sound ("player/death4.wav");
|
||||
precache_sound ("player/death5.wav");
|
||||
|
||||
precache_sound ("boss1/sight1.wav");
|
||||
|
||||
// ax sounds
|
||||
precache_sound ("weapons/ax1.wav"); // ax swoosh
|
||||
precache_sound ("player/axhit1.wav"); // ax hit meat
|
||||
precache_sound ("player/axhit2.wav"); // ax hit world
|
||||
|
||||
precache_sound ("player/h2ojump.wav"); // player jumping into water
|
||||
precache_sound ("player/slimbrn2.wav"); // player enter slime
|
||||
precache_sound ("player/inh2o.wav"); // player enter water
|
||||
precache_sound ("player/inlava.wav"); // player enter lava
|
||||
precache_sound ("misc/outwater.wav"); // leaving water sound
|
||||
|
||||
precache_sound ("player/lburn1.wav"); // lava burn
|
||||
precache_sound ("player/lburn2.wav"); // lava burn
|
||||
|
||||
precache_sound ("misc/water1.wav"); // swimming
|
||||
precache_sound ("misc/water2.wav"); // swimming
|
||||
|
||||
// Invulnerability sounds
|
||||
precache_sound ("items/protect.wav");
|
||||
precache_sound ("items/protect2.wav");
|
||||
precache_sound ("items/protect3.wav");
|
||||
|
||||
|
||||
precache_model ("progs/player.mdl");
|
||||
precache_model ("progs/eyes.mdl");
|
||||
precache_model ("progs/h_player.mdl");
|
||||
precache_model ("progs/gib1.mdl");
|
||||
precache_model ("progs/gib2.mdl");
|
||||
precache_model ("progs/gib3.mdl");
|
||||
|
||||
precache_model ("progs/s_bubble.spr"); // drowning bubbles
|
||||
precache_model ("progs/s_explod.spr"); // sprite explosion
|
||||
|
||||
precache_model ("progs/v_axe.mdl");
|
||||
precache_model ("progs/v_shot.mdl");
|
||||
precache_model ("progs/v_nail.mdl");
|
||||
precache_model ("progs/v_rock.mdl");
|
||||
precache_model ("progs/v_shot2.mdl");
|
||||
precache_model ("progs/v_nail2.mdl");
|
||||
precache_model ("progs/v_rock2.mdl");
|
||||
|
||||
precache_model ("progs/bolt.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt2.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt3.mdl"); // for boss shock
|
||||
precache_model ("progs/lavaball.mdl"); // for testing
|
||||
|
||||
precache_model ("progs/missile.mdl");
|
||||
precache_model ("progs/grenade.mdl");
|
||||
precache_model ("progs/spike.mdl");
|
||||
precache_model ("progs/s_spike.mdl");
|
||||
|
||||
precache_model ("progs/backpack.mdl");
|
||||
|
||||
precache_model ("progs/zom_gib.mdl");
|
||||
|
||||
precache_model ("progs/v_light.mdl");
|
||||
|
||||
|
||||
//
|
||||
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||||
//
|
||||
|
||||
// 0 normal
|
||||
lightstyle(0, "m");
|
||||
|
||||
// 1 FLICKER (first variety)
|
||||
lightstyle(1, "mmnmmommommnonmmonqnmmo");
|
||||
|
||||
// 2 SLOW STRONG PULSE
|
||||
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||||
|
||||
// 3 CANDLE (first variety)
|
||||
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||||
|
||||
// 4 FAST STROBE
|
||||
lightstyle(4, "mamamamamama");
|
||||
|
||||
// 5 GENTLE PULSE 1
|
||||
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||||
|
||||
// 6 FLICKER (second variety)
|
||||
lightstyle(6, "nmonqnmomnmomomno");
|
||||
|
||||
// 7 CANDLE (second variety)
|
||||
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||||
|
||||
// 8 CANDLE (third variety)
|
||||
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||||
|
||||
// 9 SLOW STROBE (fourth variety)
|
||||
lightstyle(9, "aaaaaaaazzzzzzzz");
|
||||
|
||||
// 10 FLUORESCENT FLICKER
|
||||
lightstyle(10, "mmamammmmammamamaaamammma");
|
||||
|
||||
// 11 SLOW PULSE NOT FADE TO BLACK
|
||||
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||||
|
||||
// styles 32-62 are assigned by the light program for switchable lights
|
||||
|
||||
// 63 testing
|
||||
lightstyle(63, "a");
|
||||
|
||||
coop = cvar("coop");
|
||||
skill = cvar("skill");
|
||||
};
|
||||
|
||||
void() StartFrame =
|
||||
{
|
||||
timelimit = cvar("timelimit") * 60;
|
||||
fraglimit = cvar("fraglimit");
|
||||
teamplay = cvar("teamplay");
|
||||
deathmatch = cvar("deathmatch");
|
||||
|
||||
framecount = framecount + 1;
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
BODY QUE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
entity bodyque_head;
|
||||
|
||||
void() bodyque =
|
||||
{ // just here so spawn functions don't complain after the world
|
||||
// creates bodyques
|
||||
};
|
||||
|
||||
void() InitBodyQue =
|
||||
{
|
||||
bodyque_head = spawn();
|
||||
bodyque_head.classname = "bodyque";
|
||||
bodyque_head.owner = spawn();
|
||||
bodyque_head.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner = spawn();
|
||||
bodyque_head.owner.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner.owner = spawn();
|
||||
bodyque_head.owner.owner.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner.owner.owner = bodyque_head;
|
||||
};
|
||||
|
||||
|
||||
// make a body que entry for the given ent so the ent can be
|
||||
// respawned elsewhere
|
||||
void(entity ent) CopyToBodyQue =
|
||||
{
|
||||
bodyque_head.angles = ent.angles;
|
||||
bodyque_head.model = ent.model;
|
||||
bodyque_head.modelindex = ent.modelindex;
|
||||
bodyque_head.frame = ent.frame;
|
||||
bodyque_head.colormap = ent.colormap;
|
||||
bodyque_head.movetype = ent.movetype;
|
||||
bodyque_head.velocity = ent.velocity;
|
||||
bodyque_head.flags = 0;
|
||||
setorigin (bodyque_head, ent.origin);
|
||||
setsize (bodyque_head, ent.mins, ent.maxs);
|
||||
bodyque_head = bodyque_head.owner;
|
||||
};
|
||||
|
||||
|
515
nqw/zombie.qc
Normal file
515
nqw/zombie.qc
Normal file
|
@ -0,0 +1,515 @@
|
|||
/*
|
||||
==============================================================================
|
||||
|
||||
ZOMBIE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
$cd id1/models/zombie
|
||||
|
||||
$origin 0 0 24
|
||||
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
|
||||
$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
|
||||
|
||||
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11
|
||||
$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
|
||||
|
||||
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
|
||||
$frame run13 run14 run15 run16 run17 run18
|
||||
|
||||
$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11
|
||||
$frame atta12 atta13
|
||||
|
||||
$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11
|
||||
$frame attb12 attb13 attb14
|
||||
|
||||
$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11
|
||||
$frame attc12
|
||||
|
||||
$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
|
||||
$frame paina11 paina12
|
||||
|
||||
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
|
||||
$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19
|
||||
$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28
|
||||
|
||||
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
|
||||
$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18
|
||||
|
||||
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
|
||||
$frame paind11 paind12 paind13
|
||||
|
||||
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
|
||||
$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19
|
||||
$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28
|
||||
$frame paine29 paine30
|
||||
|
||||
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
|
||||
|
||||
float SPAWN_CRUCIFIED = 1;
|
||||
|
||||
//=============================================================================
|
||||
|
||||
.float inpain;
|
||||
|
||||
void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();};
|
||||
void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();};
|
||||
void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();};
|
||||
void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();};
|
||||
void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();};
|
||||
void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();};
|
||||
void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();};
|
||||
void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();};
|
||||
void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();};
|
||||
void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();};
|
||||
void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();};
|
||||
void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();};
|
||||
void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();};
|
||||
void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();};
|
||||
void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();};
|
||||
|
||||
void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] {
|
||||
if (random() < 0.1)
|
||||
sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);};
|
||||
void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {self.nextthink = time + 0.1 + random()*0.1;};
|
||||
void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {self.nextthink = time + 0.1 + random()*0.1;};
|
||||
void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {self.nextthink = time + 0.1 + random()*0.1;};
|
||||
void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {self.nextthink = time + 0.1 + random()*0.1;};
|
||||
void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {self.nextthink = time + 0.1 + random()*0.1;};
|
||||
|
||||
void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);};
|
||||
void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);};
|
||||
void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);};
|
||||
void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);};
|
||||
void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);};
|
||||
void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);};
|
||||
void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);};
|
||||
void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);};
|
||||
void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);};
|
||||
void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);};
|
||||
void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);};
|
||||
void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);};
|
||||
void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);};
|
||||
void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);};
|
||||
void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);};
|
||||
void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);};
|
||||
void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);};
|
||||
void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);};
|
||||
void() zombie_walk19 =[ $walk19, zombie_walk1 ] {
|
||||
ai_walk(0);
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);};
|
||||
|
||||
void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;};
|
||||
void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);};
|
||||
void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);};
|
||||
void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);};
|
||||
void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);};
|
||||
void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);};
|
||||
void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);};
|
||||
void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);};
|
||||
void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);};
|
||||
void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);};
|
||||
void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);};
|
||||
void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);};
|
||||
void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);};
|
||||
void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);};
|
||||
void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);};
|
||||
void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);};
|
||||
void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);};
|
||||
void() zombie_run18 =[ $run18, zombie_run1 ] {
|
||||
ai_run(8);
|
||||
if (random() < 0.2)
|
||||
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
|
||||
if (random() > 0.8)
|
||||
sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE);
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
ATTACKS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
void() ZombieGrenadeTouch =
|
||||
{
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
if (other.takedamage)
|
||||
{
|
||||
T_Damage (other, self, self.owner, 10 );
|
||||
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
|
||||
remove (self);
|
||||
return;
|
||||
}
|
||||
sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
|
||||
self.velocity = '0 0 0';
|
||||
self.avelocity = '0 0 0';
|
||||
self.touch = SUB_Remove;
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
ZombieFireGrenade
|
||||
================
|
||||
*/
|
||||
void(vector st) ZombieFireGrenade =
|
||||
{
|
||||
local entity missile;
|
||||
local vector org;
|
||||
|
||||
sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
|
||||
|
||||
missile = spawn ();
|
||||
missile.owner = self;
|
||||
missile.movetype = MOVETYPE_BOUNCE;
|
||||
missile.solid = SOLID_BBOX;
|
||||
|
||||
// calc org
|
||||
org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up;
|
||||
|
||||
// set missile speed
|
||||
|
||||
makevectors (self.angles);
|
||||
|
||||
missile.velocity = normalize(self.enemy.origin - org);
|
||||
missile.velocity = missile.velocity * 600;
|
||||
missile.velocity_z = 200;
|
||||
|
||||
missile.avelocity = '3000 1000 2000';
|
||||
|
||||
missile.touch = ZombieGrenadeTouch;
|
||||
|
||||
// set missile duration
|
||||
missile.nextthink = time + 2.5;
|
||||
missile.think = SUB_Remove;
|
||||
|
||||
setmodel (missile, "progs/zom_gib.mdl");
|
||||
setsize (missile, '0 0 0', '0 0 0');
|
||||
setorigin (missile, org);
|
||||
};
|
||||
|
||||
|
||||
void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();};
|
||||
void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();};
|
||||
void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();};
|
||||
void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();};
|
||||
void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();};
|
||||
void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();};
|
||||
void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();};
|
||||
void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();};
|
||||
void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();};
|
||||
void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();};
|
||||
void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();};
|
||||
void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();};
|
||||
void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');};
|
||||
|
||||
void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();};
|
||||
void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();};
|
||||
void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();};
|
||||
void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();};
|
||||
void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();};
|
||||
void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();};
|
||||
void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();};
|
||||
void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();};
|
||||
void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();};
|
||||
void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();};
|
||||
void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();};
|
||||
void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();};
|
||||
void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();};
|
||||
void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');};
|
||||
|
||||
void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();};
|
||||
void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();};
|
||||
void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();};
|
||||
void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();};
|
||||
void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();};
|
||||
void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();};
|
||||
void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();};
|
||||
void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();};
|
||||
void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();};
|
||||
void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();};
|
||||
void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();};
|
||||
void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');};
|
||||
|
||||
void() zombie_missile =
|
||||
{
|
||||
local float r;
|
||||
|
||||
r = random();
|
||||
|
||||
if (r < 0.3)
|
||||
zombie_atta1 ();
|
||||
else if (r < 0.6)
|
||||
zombie_attb1 ();
|
||||
else
|
||||
zombie_attc1 ();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
PAIN
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
|
||||
void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);};
|
||||
void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);};
|
||||
void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);};
|
||||
void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);};
|
||||
void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);};
|
||||
void() zombie_paina7 =[ $paina7, zombie_paina8 ] {};
|
||||
void() zombie_paina8 =[ $paina8, zombie_paina9 ] {};
|
||||
void() zombie_paina9 =[ $paina9, zombie_paina10 ] {};
|
||||
void() zombie_paina10 =[ $paina10, zombie_paina11 ] {};
|
||||
void() zombie_paina11 =[ $paina11, zombie_paina12 ] {};
|
||||
void() zombie_paina12 =[ $paina12, zombie_run1 ] {};
|
||||
|
||||
void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
|
||||
void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);};
|
||||
void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);};
|
||||
void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);};
|
||||
void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);};
|
||||
void() zombie_painb6 =[ $painb6, zombie_painb7 ] {};
|
||||
void() zombie_painb7 =[ $painb7, zombie_painb8 ] {};
|
||||
void() zombie_painb8 =[ $painb8, zombie_painb9 ] {};
|
||||
void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);};
|
||||
void() zombie_painb10 =[ $painb10, zombie_painb11 ] {};
|
||||
void() zombie_painb11 =[ $painb11, zombie_painb12 ] {};
|
||||
void() zombie_painb12 =[ $painb12, zombie_painb13 ] {};
|
||||
void() zombie_painb13 =[ $painb13, zombie_painb14 ] {};
|
||||
void() zombie_painb14 =[ $painb14, zombie_painb15 ] {};
|
||||
void() zombie_painb15 =[ $painb15, zombie_painb16 ] {};
|
||||
void() zombie_painb16 =[ $painb16, zombie_painb17 ] {};
|
||||
void() zombie_painb17 =[ $painb17, zombie_painb18 ] {};
|
||||
void() zombie_painb18 =[ $painb18, zombie_painb19 ] {};
|
||||
void() zombie_painb19 =[ $painb19, zombie_painb20 ] {};
|
||||
void() zombie_painb20 =[ $painb20, zombie_painb21 ] {};
|
||||
void() zombie_painb21 =[ $painb21, zombie_painb22 ] {};
|
||||
void() zombie_painb22 =[ $painb22, zombie_painb23 ] {};
|
||||
void() zombie_painb23 =[ $painb23, zombie_painb24 ] {};
|
||||
void() zombie_painb24 =[ $painb24, zombie_painb25 ] {};
|
||||
void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);};
|
||||
void() zombie_painb26 =[ $painb26, zombie_painb27 ] {};
|
||||
void() zombie_painb27 =[ $painb27, zombie_painb28 ] {};
|
||||
void() zombie_painb28 =[ $painb28, zombie_run1 ] {};
|
||||
|
||||
void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
|
||||
void() zombie_painc2 =[ $painc2, zombie_painc3 ] {};
|
||||
void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);};
|
||||
void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);};
|
||||
void() zombie_painc5 =[ $painc5, zombie_painc6 ] {};
|
||||
void() zombie_painc6 =[ $painc6, zombie_painc7 ] {};
|
||||
void() zombie_painc7 =[ $painc7, zombie_painc8 ] {};
|
||||
void() zombie_painc8 =[ $painc8, zombie_painc9 ] {};
|
||||
void() zombie_painc9 =[ $painc9, zombie_painc10 ] {};
|
||||
void() zombie_painc10 =[ $painc10, zombie_painc11 ] {};
|
||||
void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);};
|
||||
void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);};
|
||||
void() zombie_painc13 =[ $painc13, zombie_painc14 ] {};
|
||||
void() zombie_painc14 =[ $painc14, zombie_painc15 ] {};
|
||||
void() zombie_painc15 =[ $painc15, zombie_painc16 ] {};
|
||||
void() zombie_painc16 =[ $painc16, zombie_painc17 ] {};
|
||||
void() zombie_painc17 =[ $painc17, zombie_painc18 ] {};
|
||||
void() zombie_painc18 =[ $painc18, zombie_run1 ] {};
|
||||
|
||||
void() zombie_paind1 =[ $paind1, zombie_paind2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
|
||||
void() zombie_paind2 =[ $paind2, zombie_paind3 ] {};
|
||||
void() zombie_paind3 =[ $paind3, zombie_paind4 ] {};
|
||||
void() zombie_paind4 =[ $paind4, zombie_paind5 ] {};
|
||||
void() zombie_paind5 =[ $paind5, zombie_paind6 ] {};
|
||||
void() zombie_paind6 =[ $paind6, zombie_paind7 ] {};
|
||||
void() zombie_paind7 =[ $paind7, zombie_paind8 ] {};
|
||||
void() zombie_paind8 =[ $paind8, zombie_paind9 ] {};
|
||||
void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);};
|
||||
void() zombie_paind10 =[ $paind10, zombie_paind11 ] {};
|
||||
void() zombie_paind11 =[ $paind11, zombie_paind12 ] {};
|
||||
void() zombie_paind12 =[ $paind12, zombie_paind13 ] {};
|
||||
void() zombie_paind13 =[ $paind13, zombie_run1 ] {};
|
||||
|
||||
void() zombie_paine1 =[ $paine1, zombie_paine2 ] {
|
||||
sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
|
||||
self.health = 60;
|
||||
};
|
||||
void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);};
|
||||
void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);};
|
||||
void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);};
|
||||
void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);};
|
||||
void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);};
|
||||
void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);};
|
||||
void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);};
|
||||
void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);};
|
||||
void() zombie_paine10 =[ $paine10, zombie_paine11 ] {
|
||||
sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);
|
||||
self.solid = SOLID_NOT;
|
||||
};
|
||||
void() zombie_paine11 =[ $paine11, zombie_paine12 ] {self.nextthink = self.nextthink + 5;self.health = 60;};
|
||||
void() zombie_paine12 =[ $paine12, zombie_paine13 ]{
|
||||
// see if ok to stand up
|
||||
self.health = 60;
|
||||
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
if (!walkmove (0, 0))
|
||||
{
|
||||
self.think = zombie_paine11;
|
||||
self.solid = SOLID_NOT;
|
||||
return;
|
||||
}
|
||||
};
|
||||
void() zombie_paine13 =[ $paine13, zombie_paine14 ] {};
|
||||
void() zombie_paine14 =[ $paine14, zombie_paine15 ] {};
|
||||
void() zombie_paine15 =[ $paine15, zombie_paine16 ] {};
|
||||
void() zombie_paine16 =[ $paine16, zombie_paine17 ] {};
|
||||
void() zombie_paine17 =[ $paine17, zombie_paine18 ] {};
|
||||
void() zombie_paine18 =[ $paine18, zombie_paine19 ] {};
|
||||
void() zombie_paine19 =[ $paine19, zombie_paine20 ] {};
|
||||
void() zombie_paine20 =[ $paine20, zombie_paine21 ] {};
|
||||
void() zombie_paine21 =[ $paine21, zombie_paine22 ] {};
|
||||
void() zombie_paine22 =[ $paine22, zombie_paine23 ] {};
|
||||
void() zombie_paine23 =[ $paine23, zombie_paine24 ] {};
|
||||
void() zombie_paine24 =[ $paine24, zombie_paine25 ] {};
|
||||
void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);};
|
||||
void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);};
|
||||
void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);};
|
||||
void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);};
|
||||
void() zombie_paine29 =[ $paine29, zombie_paine30 ] {};
|
||||
void() zombie_paine30 =[ $paine30, zombie_run1 ] {};
|
||||
|
||||
void() zombie_die =
|
||||
{
|
||||
sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM);
|
||||
ThrowHead ("progs/h_zombie.mdl", self.health);
|
||||
ThrowGib ("progs/gib1.mdl", self.health);
|
||||
ThrowGib ("progs/gib2.mdl", self.health);
|
||||
ThrowGib ("progs/gib3.mdl", self.health);
|
||||
};
|
||||
|
||||
/*
|
||||
=================
|
||||
zombie_pain
|
||||
|
||||
Zombies can only be killed (gibbed) by doing 60 hit points of damage
|
||||
in a single frame (rockets, grenades, quad shotgun, quad nailgun).
|
||||
|
||||
A hit of 25 points or more (super shotgun, quad nailgun) will allways put it
|
||||
down to the ground.
|
||||
|
||||
A hit of from 10 to 40 points in one frame will cause it to go down if it
|
||||
has been twice in two seconds, otherwise it goes into one of the four
|
||||
fast pain frames.
|
||||
|
||||
A hit of less than 10 points of damage (winged by a shotgun) will be ignored.
|
||||
|
||||
FIXME: don't use pain_finished because of nightmare hack
|
||||
=================
|
||||
*/
|
||||
void(entity attacker, float take) zombie_pain =
|
||||
{
|
||||
local float r;
|
||||
|
||||
self.health = 60; // allways reset health
|
||||
|
||||
if (take < 9)
|
||||
return; // totally ignore
|
||||
|
||||
if (self.inpain == 2)
|
||||
return; // down on ground, so don't reset any counters
|
||||
|
||||
// go down immediately if a big enough hit
|
||||
if (take >= 25)
|
||||
{
|
||||
self.inpain = 2;
|
||||
zombie_paine1 ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.inpain)
|
||||
{
|
||||
// if hit again in next gre seconds while not in pain frames, definately drop
|
||||
self.pain_finished = time + 3;
|
||||
return; // currently going through an animation, don't change
|
||||
}
|
||||
|
||||
if (self.pain_finished > time)
|
||||
{
|
||||
// hit again, so drop down
|
||||
self.inpain = 2;
|
||||
zombie_paine1 ();
|
||||
return;
|
||||
}
|
||||
|
||||
// gp into one of the fast pain animations
|
||||
self.inpain = 1;
|
||||
|
||||
r = random();
|
||||
if (r < 0.25)
|
||||
zombie_paina1 ();
|
||||
else if (r < 0.5)
|
||||
zombie_painb1 ();
|
||||
else if (r < 0.75)
|
||||
zombie_painc1 ();
|
||||
else
|
||||
zombie_paind1 ();
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush
|
||||
|
||||
If crucified, stick the bounding box 12 pixels back into a wall to look right.
|
||||
*/
|
||||
void() monster_zombie =
|
||||
{
|
||||
if (deathmatch)
|
||||
{
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
|
||||
precache_model ("progs/zombie.mdl");
|
||||
precache_model ("progs/h_zombie.mdl");
|
||||
precache_model ("progs/zom_gib.mdl");
|
||||
|
||||
precache_sound ("zombie/z_idle.wav");
|
||||
precache_sound ("zombie/z_idle1.wav");
|
||||
precache_sound ("zombie/z_shot1.wav");
|
||||
precache_sound ("zombie/z_gib.wav");
|
||||
precache_sound ("zombie/z_pain.wav");
|
||||
precache_sound ("zombie/z_pain1.wav");
|
||||
precache_sound ("zombie/z_fall.wav");
|
||||
precache_sound ("zombie/z_miss.wav");
|
||||
precache_sound ("zombie/z_hit.wav");
|
||||
precache_sound ("zombie/idle_w2.wav");
|
||||
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_STEP;
|
||||
|
||||
setmodel (self, "progs/zombie.mdl");
|
||||
|
||||
setsize (self, '-16 -16 -24', '16 16 40');
|
||||
self.health = 60;
|
||||
|
||||
self.th_stand = zombie_stand1;
|
||||
self.th_walk = zombie_walk1;
|
||||
self.th_run = zombie_run1;
|
||||
self.th_pain = zombie_pain;
|
||||
self.th_die = zombie_die;
|
||||
self.th_missile = zombie_missile;
|
||||
|
||||
if (self.spawnflags & SPAWN_CRUCIFIED)
|
||||
{
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
zombie_cruc1 ();
|
||||
}
|
||||
else
|
||||
walkmonster_start();
|
||||
};
|
Loading…
Reference in a new issue