/* ============================================================================== 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 (); };