/* ============================================================================== 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'; 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; };