mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 06:31:52 +00:00
1a6a4efe47
It seems her movetype really should be NONE rather than STEP. She never moves anyway, and the changes stops the shubs in coag3 from falling to the bottom of the map.
270 lines
9.2 KiB
C++
270 lines
9.2 KiB
C++
/*
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==============================================================================
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OLD ONE
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==============================================================================
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*/
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$cd id1/models/old_one
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$origin 0 0 24
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$base base
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$skin skin
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$scale 1
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void() finale_1;
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void() finale_2;
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void() finale_3;
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void() finale_4;
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entity shub;
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$frame old1 old2 old3 old4 old5 old6 old7 old8 old9
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$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19
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$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29
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$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
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$frame old40 old41 old42 old43 old44 old45 old46
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$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
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$frame shake9 shake10 shake11 shake12 shake12.dup shake13 shake14
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$frame shake15 shake16 shake17 shake18 shake19 shake20
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//void() old_stand =[ $old1, old_stand ] {};
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void() old_idle1 =[ $old1, old_idle2 ] {};
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void() old_idle2 =[ $old2, old_idle3 ] {};
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void() old_idle3 =[ $old3, old_idle4 ] {};
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void() old_idle4 =[ $old4, old_idle5 ] {};
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void() old_idle5 =[ $old5, old_idle6 ] {};
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void() old_idle6 =[ $old6, old_idle7 ] {};
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void() old_idle7 =[ $old7, old_idle8 ] {};
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void() old_idle8 =[ $old8, old_idle9 ] {};
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void() old_idle9 =[ $old9, old_idle10 ] {};
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void() old_idle10 =[ $old10, old_idle11 ] {};
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void() old_idle11 =[ $old11, old_idle12 ] {};
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void() old_idle12 =[ $old12, old_idle13 ] {};
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void() old_idle13 =[ $old13, old_idle14 ] {};
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void() old_idle14 =[ $old14, old_idle15 ] {};
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void() old_idle15 =[ $old15, old_idle16 ] {};
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void() old_idle16 =[ $old16, old_idle17 ] {};
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void() old_idle17 =[ $old17, old_idle18 ] {};
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void() old_idle18 =[ $old18, old_idle19 ] {};
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void() old_idle19 =[ $old19, old_idle20 ] {};
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void() old_idle20 =[ $old20, old_idle21 ] {};
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void() old_idle21 =[ $old21, old_idle22 ] {};
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void() old_idle22 =[ $old22, old_idle23 ] {};
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void() old_idle23 =[ $old23, old_idle24 ] {};
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void() old_idle24 =[ $old24, old_idle25 ] {};
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void() old_idle25 =[ $old25, old_idle26 ] {};
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void() old_idle26 =[ $old26, old_idle27 ] {};
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void() old_idle27 =[ $old27, old_idle28 ] {};
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void() old_idle28 =[ $old28, old_idle29 ] {};
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void() old_idle29 =[ $old29, old_idle30 ] {};
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void() old_idle30 =[ $old30, old_idle31 ] {};
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void() old_idle31 =[ $old31, old_idle32 ] {};
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void() old_idle32 =[ $old32, old_idle33 ] {};
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void() old_idle33 =[ $old33, old_idle34 ] {};
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void() old_idle34 =[ $old34, old_idle35 ] {};
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void() old_idle35 =[ $old35, old_idle36 ] {};
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void() old_idle36 =[ $old36, old_idle37 ] {};
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void() old_idle37 =[ $old37, old_idle38 ] {};
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void() old_idle38 =[ $old38, old_idle39 ] {};
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void() old_idle39 =[ $old39, old_idle40 ] {};
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void() old_idle40 =[ $old40, old_idle41 ] {};
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void() old_idle41 =[ $old41, old_idle42 ] {};
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void() old_idle42 =[ $old42, old_idle43 ] {};
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void() old_idle43 =[ $old43, old_idle44 ] {};
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void() old_idle44 =[ $old44, old_idle45 ] {};
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void() old_idle45 =[ $old45, old_idle46 ] {};
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void() old_idle46 =[ $old46, old_idle1 ] {};
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void() old_thrash1 =[ $shake1, old_thrash2 ] {lightstyle(0, "m");};
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void() old_thrash2 =[ $shake2, old_thrash3 ] {lightstyle(0, "k");};
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void() old_thrash3 =[ $shake3, old_thrash4 ] {lightstyle(0, "k");};
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void() old_thrash4 =[ $shake4, old_thrash5 ] {lightstyle(0, "i");};
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void() old_thrash5 =[ $shake5, old_thrash6 ] {lightstyle(0, "g");};
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void() old_thrash6 =[ $shake6, old_thrash7 ] {lightstyle(0, "e");};
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void() old_thrash7 =[ $shake7, old_thrash8 ] {lightstyle(0, "c");};
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void() old_thrash8 =[ $shake8, old_thrash9 ] {lightstyle(0, "a");};
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void() old_thrash9 =[ $shake9, old_thrash10 ] {lightstyle(0, "c");};
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void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");};
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void() old_thrash11 =[ $shake11, old_thrash12 ] {lightstyle(0, "g");};
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void() old_thrash12 =[ $shake12, old_thrash13 ] {lightstyle(0, "i");};
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void() old_thrash13 =[ $shake13, old_thrash14 ] {lightstyle(0, "k");};
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void() old_thrash14 =[ $shake14, old_thrash15 ] {lightstyle(0, "m");};
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void() old_thrash15 =[ $shake15, old_thrash16 ] {lightstyle(0, "m");
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self.cnt = self.cnt + 1;
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if (self.cnt != 3)
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self.think = old_thrash1;
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};
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void() old_thrash16 =[ $shake16, old_thrash17 ] {lightstyle(0, "g");};
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void() old_thrash17 =[ $shake17, old_thrash18 ] {lightstyle(0, "c");};
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void() old_thrash18 =[ $shake18, old_thrash19 ] {lightstyle(0, "b");};
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void() old_thrash19 =[ $shake19, old_thrash20 ] {lightstyle(0, "a");};
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void() old_thrash20 =[ $shake20, old_thrash20 ] {finale_4();};
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//============================================================================
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void() finale_1 =
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{
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local entity pos, pl, timer;
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intermission_exittime = time + 10000000; // never allow exit
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intermission_running = 1;
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// find the intermission spot
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pos = find (world, classname, "info_intermission");
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if (!pos)
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error ("no info_intermission");
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pl = find (world, classname, "misc_teleporttrain");
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if (!pl)
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error ("no teleporttrain");
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remove (pl);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "");
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pl = find (world, classname, "player");
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while (pl != world) {
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pl.view_ofs = '0 0 0';
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pl.angles = other.v_angle = pos.mangle;
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pl.fixangle = TRUE; // turn this way immediately
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pl.map = self.map;
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pl.nextthink = time + 0.5;
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pl.takedamage = DAMAGE_NO;
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pl.solid = SOLID_NOT;
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pl.movetype = MOVETYPE_NONE;
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pl.modelindex = 0;
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setorigin (pl, pos.origin);
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pl = find (pl, classname, "player");
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}
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// make fake versions of all players as standins, and move the real
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// players to the intermission spot
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// wait for 1 second
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timer = spawn ();
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timer.nextthink = time + 1;
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timer.think = finale_2;
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};
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void() finale_2 =
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{
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local vector o;
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// start a teleport splash inside shub
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o = shub.origin - '0 100 0';
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WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_TELEPORT);
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WriteCoordV (MSG_BROADCAST, o);
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sound (shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM);
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self.nextthink = time + 2;
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self.think = finale_3;
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};
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void() finale_3 =
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{
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// start shub thrashing wildly
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shub.think = old_thrash1;
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sound (shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM);
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lightstyle (0, "abcdefghijklmlkjihgfedcb");
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};
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void() finale_4 =
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{
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// throw tons of meat chunks
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local float r, x, y, z;
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local vector oldo;
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local entity n;
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sound (self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM);
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oldo = self.origin;
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z = 16;
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while (z <= 144) {
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x = -64;
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while (x <= 64) {
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y = -64;
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while (y <= 64) {
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self.origin_x = oldo_x + x;
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self.origin_y = oldo_y + y;
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self.origin_z = oldo_z + z;
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r = random();
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if (r < 0.3)
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ThrowGib ("progs/gib1.mdl", -999);
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else if (r < 0.6)
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ThrowGib ("progs/gib2.mdl", -999);
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else
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ThrowGib ("progs/gib3.mdl", -999);
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y += 32;
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}
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x += 32;
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}
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z += 96;
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}
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// start the end text
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WriteByte (MSG_ALL, SVC_FINALE);
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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.");
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// put a player model down
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n = spawn();
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setmodel (n, "progs/player.mdl");
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oldo = oldo - '32 264 0';
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setorigin (n, oldo);
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n.angles = '0 290 0';
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n.frame = 1;
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remove (self);
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// switch cd track
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WriteBytes (MSG_ALL, SVC_CDTRACK, 3.0, 3.0);
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lightstyle (0, "m");
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};
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//============================================================================
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void (entity attacker, float damage) nopain =
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{
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self.health = 40000;
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};
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//============================================================================
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/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
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*/
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void() monster_oldone =
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{
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if (deathmatch) {
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remove (self);
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return;
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}
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precache_model2 ("progs/oldone.mdl");
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precache_sound2 ("boss2/death.wav");
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precache_sound2 ("boss2/idle.wav");
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precache_sound2 ("boss2/sight.wav");
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precache_sound2 ("boss2/pop2.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_NONE;
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setmodel (self, "progs/oldone.mdl");
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setsize (self, '-160 -128 -24', '160 128 256');
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self.health = 40000; // kill by telefrag
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self.think = old_idle1;
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self.nextthink = time + 0.1;
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self.takedamage = DAMAGE_YES;
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self.th_pain = nopain;
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self.th_die = finale_1;
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shub = self;
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total_monsters++;
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};
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