mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
537 lines
20 KiB
C++
537 lines
20 KiB
C++
/*
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==============================================================================
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ZOMBIE
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==============================================================================
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*/
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$cd id1/models/zombie
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$origin 0 0 24
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$base base
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$skin skin
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
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$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11
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$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
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$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
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$frame run13 run14 run15 run16 run17 run18
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$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11
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$frame atta12 atta13
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$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11
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$frame attb12 attb13 attb14
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$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11
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$frame attc12
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$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
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$frame paina11 paina12
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$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
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$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19
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$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28
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$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
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$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18
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$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
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$frame paind11 paind12 paind13
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$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
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$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19
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$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28
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$frame paine29 paine30
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$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
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float SPAWN_CRUCIFIED = 1;
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//=============================================================================
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.float inpain;
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void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();};
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void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();};
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void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();};
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void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();};
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void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();};
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void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();};
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void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();};
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void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();};
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void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();};
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void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();};
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void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();};
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void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();};
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void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();};
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void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();};
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void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();};
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void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] {
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if (random () < 0.1)
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sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);
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};
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void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {
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self.nextthink = time + 0.1 + random () * 0.1;
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};
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void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {
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self.nextthink = time + 0.1 + random () * 0.1;
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};
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void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {
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self.nextthink = time + 0.1 + random () * 0.1;
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};
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void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {
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self.nextthink = time + 0.1 + random () * 0.1;
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};
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void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {
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self.nextthink = time + 0.1 + random () * 0.1;
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};
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void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);};
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void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);};
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void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);};
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void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);};
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void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);};
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void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);};
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void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);};
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void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);};
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void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);};
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void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);};
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void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);};
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void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);};
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void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);};
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void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);};
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void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);};
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void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);};
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void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);};
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void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);};
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void() zombie_walk19 =[ $walk19, zombie_walk1 ] {
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ai_walk (0);
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if (random () < 0.2)
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sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
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};
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void() zombie_run1 =[ $run1, zombie_run2 ] {
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ai_run (1);
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self.inpain = 0;
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};
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void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);};
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void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);};
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void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);};
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void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);};
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void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);};
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void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);};
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void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);};
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void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);};
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void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);};
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void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);};
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void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);};
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void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);};
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void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);};
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void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);};
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void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);};
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void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);};
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void() zombie_run18 =[ $run18, zombie_run1 ] {
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ai_run (8);
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if (random () < 0.2)
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sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
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if (random () > 0.8)
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sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE);
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};
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/*
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=============================================================================
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ATTACKS
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=============================================================================
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*/
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void() ZombieGrenadeTouch =
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{
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if (other == self.owner)
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return; // don't explode on owner
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if (other.takedamage) {
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T_Damage (other, self, self.owner, 10 );
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sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
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remove (self);
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return;
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}
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sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
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self.velocity = '0 0 0';
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self.avelocity = '0 0 0';
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self.touch = SUB_Remove;
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};
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/*
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================
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ZombieFireGrenade
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================
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*/
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void(vector st) ZombieFireGrenade =
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{
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local entity missile;
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local vector org;
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sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_BBOX;
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// calc org
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org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up;
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// set missile speed
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makevectors (self.angles);
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missile.velocity = normalize(self.enemy.origin - org);
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missile.velocity = missile.velocity * 600;
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missile.velocity_z = 200;
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missile.avelocity = '3000 1000 2000';
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missile.touch = ZombieGrenadeTouch;
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// set missile duration
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missile.nextthink = time + 2.5;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/zom_gib.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, org);
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};
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void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();};
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void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();};
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void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();};
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void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();};
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void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();};
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void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();};
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void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();};
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void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();};
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void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();};
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void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();};
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void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();};
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void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();};
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void() zombie_atta13 =[ $atta13, zombie_run1 ] {
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ai_face ();
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ZombieFireGrenade ('-10 -22 30');
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};
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void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();};
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void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();};
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void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();};
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void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();};
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void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();};
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void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();};
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void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();};
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void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();};
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void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();};
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void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();};
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void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();};
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void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();};
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void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();};
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void() zombie_attb14 =[ $attb13, zombie_run1 ] {
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ai_face ();
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ZombieFireGrenade ('-10 -24 29');
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};
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void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();};
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void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();};
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void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();};
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void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();};
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void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();};
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void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();};
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void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();};
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void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();};
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void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();};
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void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();};
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void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();};
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void() zombie_attc12 =[ $attc12, zombie_run1 ] {
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ai_face ();
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ZombieFireGrenade ('-12 -19 29');
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};
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void() zombie_missile =
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{
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local float r;
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r = random ();
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if (r < 0.3)
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zombie_atta1 ();
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else if (r < 0.6)
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zombie_attb1 ();
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else
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zombie_attc1 ();
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};
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/*
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=============================================================================
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PAIN
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=============================================================================
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*/
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void() zombie_paina1 =[ $paina1, zombie_paina2 ] {
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sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
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};
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void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);};
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void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);};
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void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);};
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void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);};
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void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);};
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void() zombie_paina7 =[ $paina7, zombie_paina8 ] {};
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void() zombie_paina8 =[ $paina8, zombie_paina9 ] {};
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void() zombie_paina9 =[ $paina9, zombie_paina10 ] {};
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void() zombie_paina10 =[ $paina10, zombie_paina11 ] {};
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void() zombie_paina11 =[ $paina11, zombie_paina12 ] {};
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void() zombie_paina12 =[ $paina12, zombie_run1 ] {};
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void() zombie_painb1 =[ $painb1, zombie_painb2 ] {
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sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);
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};
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void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);};
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void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);};
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void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);};
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void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);};
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void() zombie_painb6 =[ $painb6, zombie_painb7 ] {};
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void() zombie_painb7 =[ $painb7, zombie_painb8 ] {};
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void() zombie_painb8 =[ $painb8, zombie_painb9 ] {};
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void() zombie_painb9 =[ $painb9, zombie_painb10 ] {
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sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);
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};
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void() zombie_painb10 =[ $painb10, zombie_painb11 ] {};
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void() zombie_painb11 =[ $painb11, zombie_painb12 ] {};
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void() zombie_painb12 =[ $painb12, zombie_painb13 ] {};
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void() zombie_painb13 =[ $painb13, zombie_painb14 ] {};
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void() zombie_painb14 =[ $painb14, zombie_painb15 ] {};
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void() zombie_painb15 =[ $painb15, zombie_painb16 ] {};
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void() zombie_painb16 =[ $painb16, zombie_painb17 ] {};
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void() zombie_painb17 =[ $painb17, zombie_painb18 ] {};
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void() zombie_painb18 =[ $painb18, zombie_painb19 ] {};
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void() zombie_painb19 =[ $painb19, zombie_painb20 ] {};
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void() zombie_painb20 =[ $painb20, zombie_painb21 ] {};
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void() zombie_painb21 =[ $painb21, zombie_painb22 ] {};
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void() zombie_painb22 =[ $painb22, zombie_painb23 ] {};
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void() zombie_painb23 =[ $painb23, zombie_painb24 ] {};
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void() zombie_painb24 =[ $painb24, zombie_painb25 ] {};
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void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);};
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void() zombie_painb26 =[ $painb26, zombie_painb27 ] {};
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void() zombie_painb27 =[ $painb27, zombie_painb28 ] {};
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void() zombie_painb28 =[ $painb28, zombie_run1 ] {};
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void() zombie_painc1 =[ $painc1, zombie_painc2 ] {
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sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);
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};
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void() zombie_painc2 =[ $painc2, zombie_painc3 ] {};
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void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);};
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void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);};
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void() zombie_painc5 =[ $painc5, zombie_painc6 ] {};
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void() zombie_painc6 =[ $painc6, zombie_painc7 ] {};
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void() zombie_painc7 =[ $painc7, zombie_painc8 ] {};
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void() zombie_painc8 =[ $painc8, zombie_painc9 ] {};
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void() zombie_painc9 =[ $painc9, zombie_painc10 ] {};
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void() zombie_painc10 =[ $painc10, zombie_painc11 ] {};
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void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);};
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void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);};
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void() zombie_painc13 =[ $painc13, zombie_painc14 ] {};
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void() zombie_painc14 =[ $painc14, zombie_painc15 ] {};
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void() zombie_painc15 =[ $painc15, zombie_painc16 ] {};
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void() zombie_painc16 =[ $painc16, zombie_painc17 ] {};
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void() zombie_painc17 =[ $painc17, zombie_painc18 ] {};
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void() zombie_painc18 =[ $painc18, zombie_run1 ] {};
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void() zombie_paind1 =[ $paind1, zombie_paind2 ] {
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sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
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};
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void() zombie_paind2 =[ $paind2, zombie_paind3 ] {};
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void() zombie_paind3 =[ $paind3, zombie_paind4 ] {};
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void() zombie_paind4 =[ $paind4, zombie_paind5 ] {};
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void() zombie_paind5 =[ $paind5, zombie_paind6 ] {};
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void() zombie_paind6 =[ $paind6, zombie_paind7 ] {};
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void() zombie_paind7 =[ $paind7, zombie_paind8 ] {};
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void() zombie_paind8 =[ $paind8, zombie_paind9 ] {};
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void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);};
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void() zombie_paind10 =[ $paind10, zombie_paind11 ] {};
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void() zombie_paind11 =[ $paind11, zombie_paind12 ] {};
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|
void() zombie_paind12 =[ $paind12, zombie_paind13 ] {};
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|
void() zombie_paind13 =[ $paind13, zombie_run1 ] {};
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|
|
|
void() zombie_paine1 =[ $paine1, zombie_paine2 ] {
|
|
sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
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|
self.health = 60;
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|
};
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|
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);};
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|
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 ();
|
|
};
|