prozac-qfcc/demon.qc

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#include "defs.qh"
#include "ai.qh"
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void (float points) custom_demon_create;
void () custom_demon_precache;
void () custom_grunt_die;
void () custom_shambler_die;
//Extern
/*void () army_stand1;
void () army_walk1;
void () army_run1;
void () army_atk1;*/
//void (entity attacker, float damage) army_pain;
void () sham_stand1;
void () sham_walk1;
void () sham_run1;
void () sham_melee;
void () sham_magic1;
//void () sham_fireball;
void (entity attacker, float damage) sham_pain;
float(entity obj, entity builder) CheckArea; //For demon summons
// -- OfN --
void(float tno, entity ignore) teamprefixsprint;
/*
==============================================================================
DEMON
==============================================================================
*/
$cd /raid/quake/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_Water_Jump;
void() Demon_JumpTouch;
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};//Demon_Water_Jump();};
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();};
//WK Speeds doubled
#define DEMON_WALKFACTOR 1.25
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
Demon_Water_Jump();
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_walk(8*DEMON_WALKFACTOR); //8
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};
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7*DEMON_WALKFACTOR);}; //7
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4*DEMON_WALKFACTOR);}; //4
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10*DEMON_WALKFACTOR);}; //10
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10*DEMON_WALKFACTOR);}; //10
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//WK Speeds doubled
void() demon1_run1 =[ $run1, demon1_run2 ] {
//Demon_Water_Jump();
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
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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;
if (self.tfstate & TFSTATE_TRANQUILISED) //Cant jump as far
self.velocity = v_forward * (600 * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)) + '0 0 250';
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else
self.velocity = v_forward * 600 + '0 0 250';
if (self.has_sentry == TRUE) //CH if stuck jump, jump higher
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{
self.velocity_z = self.velocity_z + 200;
self.has_sentry = 0;
}
if (self.has_tesla == TRUE) //CH why tesla?? I like teslas and its a float
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{
// sprint(self.real_owner,PRINT_HIGH,"Demon Jello Jump!\n");
// sound (self, CHAN_VOICE, "misc/vapeur2.wav", 1, ATTN_NONE);
if (jello == TRUE) //Binary on/off
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self.velocity_z = self.velocity_z + 1000;
else
self.velocity_z = self.velocity_z + jello;
self.has_tesla = 0;
}
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
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};
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 ] {self.has_teleporter = 0;};
//CH rather then a 3 sec wait. bust up into 5 better jello effect
void() demon1_jump10 =[ $leap10, demon1_jump13 ] {
Demon_Water_Jump();
//CH just in case have a loop catcher
self.has_teleporter = self.has_teleporter + 1;
if (self.has_teleporter > 40 || self.velocity == '0 0 0') {
self.has_sentry = TRUE; //CH Stuck Jump
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self.think = demon1_jump1;
}
self.nextthink = time + 0.1;
};
void() demon1_jump13 =[ $leap10, demon1_jump10 ] {
Demon_Water_Jump();
self.nextthink = time + 0.02;
};
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
//WK Speeds doubled
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(8);};
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(2);};
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(4); Demon_Melee(200);};
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(2);};
void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(12);};
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(16);};
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(8);};
void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(4);};
void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(10);};
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(16);};
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(8);};
void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(8);};
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 ] {}; // was 1
//CH animation frame for demon throwing fire balls
void() demon1_fire1;
void(float side) Demon_Shoot_Fire;
void() demon1_fire1 =[ $attacka1, demon1_fire2 ] {ai_charge(16);};
void() demon1_fire2 =[ $attacka2, demon1_fire3 ] {ai_charge(8);};
void() demon1_fire3 =[ $attacka3, demon1_fire4 ] {ai_charge(2);};
void() demon1_fire4 =[ $attacka4, demon1_fire5 ] {ai_charge(4);};
void() demon1_fire5 =[ $attacka5, demon1_fire6 ] {ai_charge(8);};
void() demon1_fire6 =[ $attacka6, demon1_fire7 ] {ai_charge(4); Demon_Shoot_Fire(-1);};
void() demon1_fire7 =[ $attacka7, demon1_fire8 ] {ai_charge(24);};
void() demon1_fire8 =[ $attacka8, demon1_fire9 ] {ai_charge(32);};
void() demon1_fire9 =[ $attacka9, demon1_fire10 ] {ai_charge(16);};
void() demon1_fire10 =[ $attacka10, demon1_fire11 ] {ai_charge(8);};
void() demon1_fire11 =[ $attacka11, demon1_fire12 ] {ai_charge(4); Demon_Shoot_Fire(1);};
void() demon1_fire12 =[ $attacka12, demon1_fire13 ] {ai_charge(20);};
void() demon1_fire13 =[ $attacka13, demon1_fire14 ] {ai_charge(32);};
void() demon1_fire14 =[ $attacka14, demon1_fire15 ] {ai_charge(16);};
void() demon1_fire15 =[ $attacka15, demon1_run1 ] {ai_charge(16);};
void(entity attacker, float damage) demon1_pain =
{
//self.real_owner.StatusRefreshTime = time + 0.2;
//self.real_owner.StatusBarScreen = 3;
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
// if (self.health <= 0)
// return;
//CH because its on the sbar :)
if (random()*80 > damage)
return; // didn't flinch
self.pain_finished = time + 0.8 + random() * 0.8;
sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
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demon1_pain1 ();
};
void() demon1_die1 =[ $death1, demon1_die2 ] {
sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_MONSTERDIE);};
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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;};
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void() demon1_die7 =[ $death7, demon1_die8 ] {};
void() demon1_die8 =[ $death8, demon1_die9 ] {};
void() demon1_die9 =[ $death9, demon1_die9 ]
{
self.nextthink = time + 40 + 40*random();
self.think = SUB_Remove;
};
//void() monster_demon_respawn;
/*void() demon_die =
{
self.oldorigin = self.origin;
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowGib ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.lives = self.lives - 1;
monster_demon_respawn();
return;
}
// regular death
demon1_die1 ();
//monster_demon_respawn();
};*/
void() Demon_MeleeAttack =
{
demon1_atta1 ();
};
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
/* UNUSED - OfN -
void() monster_demon1 =
{
if (CheckExistence() == FALSE)
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{
dremove(self);
return;
}
if (deathmatch)
{
dremove(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;
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setmodel (self, "progs/demon.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 300;
self.has_tesla = 0; //CH Jello jump
self.has_sentry = 0; //CH stuck jump
self.has_camera = 0; //CH set name as 'demon'
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;
self.th_fireball = demon1_fire1; //CH
walkmonster_start();
};*/
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns TRUE if a melee attack would hit right now
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==============
*/
float() CheckDemonMelee =
{
local vector dist;
local float d;
if (enemy_range == RANGE_MELEE)
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{
dist = self.enemy.origin - self.origin;
dist_x = dist_y = 0; //CH only need z
d = vlen(dist);
if (d < 100) //CH Check reach
{
self.attack_state = AS_MELEE;
return TRUE;
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}
}
return FALSE;
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};
/*
==============
CheckDemonFireBall
==============
inp = 0 normal check
inp = 1 check for long range
*/
float(float inp) CheckDemonFireBall =
{
local vector dist;
local float d;
local float d2;
if (!visible2(self.enemy, self)) //If can see
return FALSE;
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dist = self.enemy.origin - self.origin;
dist_z = 0; //CH only need x,y
d2 = vlen(dist);
dist = self.enemy.origin - self.origin;
dist_x = dist_y = 0; //CH only need z
d = vlen(dist);
if (inp == 1) //Range attack
{
if (random() < 0.9) //CH as not to fire all the time
return FALSE;
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if (d2 < 600) //Min X,Y distance away before throw fireball
return FALSE;
return TRUE;
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}
else //Normal attack
{
if (random() > 0.9) //CH as not to fire all the time
return FALSE;
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if (d2 < 200) //Min X,Y distance away before throw fireball
return FALSE;
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if (d < 100) //Min Z distance away before throw fireball
return FALSE;
return TRUE;
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}
};
/*
==============
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;
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if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
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dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return FALSE;
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if (d > 200)
{
if (random() < 0.95) //WK 0.9 Make it jump less often
return FALSE;
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}
return TRUE;
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};
float() DemonCheckAttack =
{
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
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}
if (CheckDemonJump ())
{
self.attack_state = AS_MISSILE;
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
return TRUE;
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}
if (CheckDemonFireBall(0)) //Normal
{
self.attack_state = AS_FIREBALL;
return TRUE;
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}
if (CheckDemonFireBall(1)) //Ranged
{
self.attack_state = AS_FIREBALL;
return TRUE;
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}
return FALSE;
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};
//===========================================================================
void(float side) Demon_Melee =
{
local float ldmg;
local vector delta;
ai_face ();
// WK walkmove (self.ideal_yaw, 12); // allow a little closing
walkmove (self.ideal_yaw, 24); // allow a lot closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 120)
return;
if (!CanDamage (self.enemy, self))
return;
deathmsg = 0; //CH
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
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//WK ldmg = 10 + 5*random();
ldmg = 80 + 40*random();
if (self.enemy.tf_items & NIT_GEL)
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ldmg = ldmg / 2;
if (self.enemy.cutf_items & CUTF_DEMONLORE)
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ldmg = ldmg * 0.8;
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
//===========================================================================
//CH demon shoots fire...
void() demon_fire_touch;
void(float side) Demon_Shoot_Fire =
{
local vector delta;
local vector offang;
local vector org, dir;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
offang = vectoangles (delta);
makevectors (offang);
sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM); //Odd, it was already precached
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if (side > 0) //CH cause to spawn on side of demon.
org = self.origin + (v_forward * 10) + (v_right * 20);
else
org = self.origin + (v_forward * 10) - (v_right * 20);
// set missile speed
dir = normalize (v_forward);
//CH demons are not good at throwing
dir_z = 0 - dir_z + (random() - 0.5)*0.1; //Random Z addage
dir_x = dir_x + (random() - 0.5)*0.05; //Random X addage
dir_y = dir_y + (random() - 0.5)*0.05; //Random Y addage
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
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newmis.angles = vectoangles(dir);
newmis.touch = demon_fire_touch;
newmis.weapon = DMSG_DEMON_FIRE;
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newmis.classname = "demon_fire";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/lavaball.mdl");
// setsize (newmis, '-4 -8 -4', '10 8 14'); //CH actual mdl bounds
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() demon_fire_touch =
{
local float fire_dmg;
fire_dmg = 60 + random()*40;
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
if (entpointcontents(self) == CONTENTS_SKY)
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{
dremove(self);
return;
}
deathmsg = self.weapon;
T_RadiusDamage (self, self.owner, fire_dmg , self.owner);
self.origin = self.origin - 8*normalize(self.velocity); //???
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
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);
multicast (self.origin, MULTICAST_PHS);
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dremove(self);
};
void() Demon_Water_Jump =
{
traceline(self.origin,self.origin - '0 0 2',TRUE,self);
if (trace_inwater == TRUE && jello)
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{
ai_face();
self.touch = NIL;
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self.think = demon1_jump4;
self.has_tesla = TRUE; //Landed in water
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self.nextthink = time + 0.1;
}
};
void() Demon_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
deathmsg = 0; //CH
//WK Jello water support
//CH a working version.
traceline(self.origin,self.origin - '0 0 2',TRUE,self);
if (trace_inwater == TRUE && jello)
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{
self.touch = NIL;
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self.think = demon1_jump1;
self.has_tesla = TRUE; //Landed in water
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self.nextthink = time + 0.1;
return;
}
if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
//WK ldmg = 40 + 10*random();
ldmg = 120 + 30*random();
if (other.cutf_items & CUTF_DEMONLORE)
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ldmg = ldmg * 0.8;
T_Damage (other, self, self, ldmg);
//WK Comment out this next line for demon-head hopping action!
if (self.think == SUB_Remove) return; //We can die when killing owner
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
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{ // jump randomly to not get hung up
//RPrint ("popjump\n");
//sprint(self.real_owner,PRINT_HIGH,"Stuck Jump flag set!\n");
self.has_sentry = TRUE; //CH Stuck Jump
self.touch = NIL;
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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;
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}
return; // not on ground yet
}
self.has_sentry = 0; //Cancel if this far
self.touch = NIL;
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self.think = demon1_jump11;
self.nextthink = time + 0.1;
};
/*UNUSED - OfN -
void() respawn_demon =
{
self = self.owner;
self.origin = self.oldorigin;
spawn_tfog(self.origin);
spawn_tdeath(self.origin, self);
setorigin(self, self.origin);
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_AIM;
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setmodel (self, "progs/demon.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 300;
self.oldorigin = self.origin;
self.target = "";
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HuntTarget();
dremove(self.owner);
};*/
/*UNUSED - OfN -
void() monster_demon_respawn =
{
local entity resp;
if (self.lives <= 0.5)
return;
self.lives = self.lives - 1;
resp = spawn();
self.owner = resp;
resp.owner = self;
resp.think = respawn_demon;
resp.nextthink = time + 10;
};*/
/*
* WK - Pet demon functions
*/
void () custom_demon_die =
{
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
2003-11-12 04:58:19 +00:00
if (self.real_owner.classname == "player" && self.real_owner.demon_one == self)
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{
sprint(self.real_owner,PRINT_HIGH,"Your fiend is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
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self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = NIL;
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}
if (self.health < -38)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_MONSTERDIE);
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ThrowGib ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
dremove(self);
return;
}
self.classname = "monster_corpse";
self.think=NIL;
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demon1_die1 ();
};