//void(float side) ShamFireball; //void() sham_fireballl1; //void() sham_fireballr1; //void() shambler_fire_touch; float (entity targ, entity inflictor) CanDamage; /* ============================================================================== SHAMBLER ============================================================================== */ $cd /raid/quake/id1/models/shams $scale 1.5 $origin 0 0 24 $base base $skin base $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 $frame walk8 walk9 walk10 walk11 walk12 $frame run1 run2 run3 run4 run5 run6 $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 $frame smash8 smash9 smash10 smash11 smash12 $frame swingr1 swingr2 swingr3 swingr4 swingr5 $frame swingr6 swingr7 swingr8 swingr9 $frame swingl1 swingl2 swingl3 swingl4 swingl5 $frame swingl6 swingl7 swingl8 swingl9 $frame magic1 magic2 magic3 magic4 magic5 $frame magic6 magic7 magic8 magic9 magic10 magic11 magic12 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame death1 death2 death3 death4 death5 death6 $frame death7 death8 death9 death10 death11 void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();}; void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();}; void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();}; void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();}; void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();}; void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();}; void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();}; void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();}; void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();}; void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();}; void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();}; void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();}; void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();}; void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();}; void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();}; void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();}; void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();}; void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);}; void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);}; void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);}; void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);}; void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);}; void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);}; void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);}; void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);}; void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);}; void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);}; void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);}; void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7); if (random() > 0.8) sound (self, #CHAN_VOICE, "shambler/sidle.wav", 1, #ATTN_IDLE);}; void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);}; void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);}; void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);}; void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);}; void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);}; void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20); if (random() > 0.8) sound (self, #CHAN_VOICE, "shambler/sidle.wav", 1, #ATTN_IDLE); //if (self.enemy }; void() sham_smash1 =[ $smash1, sham_smash2 ] { sound (self, #CHAN_VOICE, "shambler/melee1.wav", 1, #ATTN_NORM); ai_charge(12);}; void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(12);}; // spd trple void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(12);}; void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(10);}; void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(8);}; void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(2);}; void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);}; void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);}; void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);}; void() sham_smash10 =[ $smash10, sham_smash11 ] { local vector delta, smack_origin, source; local float ldmg; local entity head; if (!self.enemy) return; ai_charge(0); delta = self.enemy.origin - self.origin; if (vlen(delta) > 200) return; if (!CanDamage (self.enemy, self)) return; ldmg = (random() + random() + random()) * 200 + 30*self.has_tesla; deathmsg = 0; if (self.enemy.tf_items & #NIT_GEL) ldmg = ldmg / 2; if (self.enemy.cutf_items & #CUTF_DEMONLORE) ldmg = ldmg / 2; T_Damage (self.enemy, self, self, ldmg); sound (self, #CHAN_VOICE, "shambler/smack.wav", 1, #ATTN_NORM); SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); }; void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(10 * (0.7 + self.has_tesla * 0.2));}; // spd dbl void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(8 * (0.7 + self.has_tesla * 0.2));}; void() sham_swingr1; void(float side) ShamClaw = { local vector delta; local vector smack_origin, source; local float ldmg; local entity head; if (!self.enemy) return; ai_charge(20 * (0.7 + self.has_tesla * 0.2)); //spd dbl delta = self.enemy.origin - self.origin; if (vlen(delta) > 200) return; deathmsg = 0; ldmg = (random() + random() + random()) * 75 + 15*self.has_tesla; if (self.enemy.tf_items & #NIT_GEL) ldmg = ldmg / 2; if (self.enemy.cutf_items & #CUTF_DEMONLORE) ldmg = ldmg * 0.8; if (self.has_tesla == 5) { if (ldmg < self.enemy.health && self.enemy.health > 0) self.health = self.health + (ldmg / 20); else if (self.enemy.health > 0) self.health = self.health + (self.enemy.health / 20); if (self.health > self.max_health) self.health = self.max_health; } T_Damage (self.enemy, self, self, ldmg); sound (self, #CHAN_VOICE, "shambler/smack.wav", 1, #ATTN_NORM); if (side) { makevectors (self.angles); SpawnMeatSpray (self.origin + v_forward*16, side * v_right); } }; void() sham_swingl1 =[ $swingl1, sham_swingl2 ] { sound (self, #CHAN_VOICE, "shambler/melee2.wav", 1, #ATTN_NORM); ai_charge(10);}; void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(6);}; //speed doubled void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(14);}; void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(6);}; void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(14);}; void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(18);}; void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(10); ShamClaw(250); if (self.enemy.health <= 0 || self.enemy.has_disconnected) { self.enemy = world; // FIXME: look all around for other targets /*if (self.oldenemy.health > 0) { self.enemy = self.oldenemy; HuntTarget (); } else {*/ //FIXES MAD SHAMBLERs? if (self.movetarget) self.th_walk (); else self.th_stand (); return; //} } }; void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(8);}; void() sham_swingl9 =[ $swingl9, sham_run1 ] { ai_charge(16); if (random()<0.5) self.think = sham_swingr1; }; void() sham_swingr1 =[ $swingr1, sham_swingr2 ] { sound (self, #CHAN_VOICE, "shambler/melee1.wav", 1, #ATTN_NORM); ai_charge(2);}; void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(16);}; void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(28);}; void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(14);}; // speed dbl void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(6);}; void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(12);}; void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(12); ShamClaw(-250); if (self.enemy.health <= 0 || self.enemy.has_disconnected) { self.enemy = world; // FIXME: look all around for other targets /*if (self.oldenemy.health > 0) { self.enemy = self.oldenemy; HuntTarget (); } else {*/ //FIXES MAD SHAMBLERs? - no if (self.movetarget) self.th_walk (); else self.th_stand (); return; //} } }; void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(6);}; void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(2); if ((self.has_sensor && self.enemy.health > 0 && random()<0.5) || (!self.has_sensor && self.enemy.health <= 0 && random()<0.5)) self.think = sham_swingl1; }; void() sham_melee = { local float chance; chance = random(); self.has_sensor = 1; if (chance > 0.7) sham_smash1 (); else if (chance > 0.35) sham_swingr1 (); else sham_swingl1 (); }; //============================================================================ void() CastLightning = { local vector org, dir; local float ldmg; self.effects = self.effects | #EF_DIMLIGHT; ai_face (); org = self.origin + '0 0 40'; dir = self.enemy.origin + '0 0 16' - org; dir = normalize (dir); // OfN - Check for force field traceline (org, self.origin + dir*3000, #FALSE, self); if (trace_ent.classname == "force_field") { FieldExplosion(trace_ent,trace_endpos,trace_ent); PutFieldWork(trace_ent); WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_LIGHTNING1); WriteEntity (#MSG_BROADCAST, self); WriteCoord (#MSG_BROADCAST, org_x); WriteCoord (#MSG_BROADCAST, org_y); WriteCoord (#MSG_BROADCAST, org_z); WriteCoord (#MSG_BROADCAST, trace_endpos_x); WriteCoord (#MSG_BROADCAST, trace_endpos_y); WriteCoord (#MSG_BROADCAST, trace_endpos_z); #ifdef QUAKE_WORLD multicast (org, #MULTICAST_PHS); #endif return; } //_------------------------------------_// traceline (org, self.origin + dir*3000, #TRUE, self); WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_LIGHTNING1); WriteEntity (#MSG_BROADCAST, self); WriteCoord (#MSG_BROADCAST, org_x); WriteCoord (#MSG_BROADCAST, org_y); WriteCoord (#MSG_BROADCAST, org_z); WriteCoord (#MSG_BROADCAST, trace_endpos_x); WriteCoord (#MSG_BROADCAST, trace_endpos_y); WriteCoord (#MSG_BROADCAST, trace_endpos_z); ldmg = 5 + self.has_tesla * 5; if (self.has_tesla == 5) if (ldmg < self.enemy.health) self.health = self.health + (ldmg / 10); else self.health = floor(self.health + (self.enemy.health / 10)); if (self.health > self.max_health) self.health = self.max_health; LightningDamage (org, trace_endpos, self, 5 + self.has_tesla * 5); }; void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face(); sound (self, #CHAN_WEAPON, "shambler/sattck1.wav", 1, #ATTN_NORM); }; void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();}; void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2; local entity o; self.effects = self.effects | #EF_DIMLIGHT; ai_face(); self.owner = spawn(); o = self.owner; setmodel (o, "progs/s_light.mdl"); setorigin (o, self.origin); o.angles = self.angles; o.nextthink = time + 0.7; o.think = SUB_Remove; }; void() sham_magic4 =[ $magic4, sham_magic5 ] { self.effects = self.effects | #EF_DIMLIGHT; self.owner.frame = 1; }; void() sham_magic5 =[ $magic5, sham_magic6 ] { self.effects = self.effects | #EF_DIMLIGHT; self.owner.frame = 2; }; void() sham_magic6 =[ $magic6, sham_magic9 ] { remove (self.owner); CastLightning(); sound (self, #CHAN_WEAPON, "shambler/sboom.wav", 1, #ATTN_NORM); }; void() sham_magic9 =[ $magic9, sham_magic10 ] {CastLightning();}; void() sham_magic10 =[ $magic10, sham_magic11 ] {CastLightning();}; void() sham_magic11 =[ $magic11, sham_magic12 ] { if (skill == 3) CastLightning(); }; void() sham_magic12 =[ $magic12, sham_run1 ] {self.effects = 0;}; void() sham_pain1 =[ $pain1, sham_pain2 ] {}; void() sham_pain2 =[ $pain2, sham_pain3 ] {}; void() sham_pain3 =[ $pain3, sham_pain4 ] {}; void() sham_pain4 =[ $pain4, sham_pain5 ] {}; void() sham_pain5 =[ $pain5, sham_pain6 ] {}; void() sham_pain6 =[ $pain6, sham_run1 ] {}; void(entity attacker, float damage) sham_pain = { // FIXME: TODO: //Check_PainAttacker(attacker); //self.real_owner.StatusRefreshTime = time + 0.2; //self.real_owner.StatusBarScreen = 3; if (self.pain_finished > time) return; if (self.health <= 0) return; // allready dying, don't go into pain frame if (random()*100 > damage) // was 70 return; // didn't flinch sound (self, #CHAN_VOICE, "shambler/shurt2.wav", 1, #ATTN_NORM); //self.pain_finished = time + 2; wasnt comented self.pain_finished = time + 1.5 + random() * 1.2; //-OfN first was 1, then 1.5 self.effects=0; sham_pain1 (); }; void() sham_death1 =[ $death1, sham_death2 ] {}; void() sham_death2 =[ $death2, sham_death3 ] {}; void() sham_death3 =[ $death3, sham_death4 ] {self.solid = #SOLID_NOT;}; void() sham_death4 =[ $death4, sham_death5 ] {}; void() sham_death5 =[ $death5, sham_death6 ] {}; void() sham_death6 =[ $death6, sham_death7 ] {}; void() sham_death7 =[ $death7, sham_death8 ] {}; void() sham_death8 =[ $death8, sham_death9 ] {}; void() sham_death9 =[ $death9, sham_death10 ] {}; void() sham_death10 =[ $death10, sham_death11 ] {}; void() sham_death11 =[ $death11, sham_death11 ] { self.nextthink = time + 40 + 40*random(); self.think = SUB_Remove; }; void() custom_shambler_die = { self.effects=0; if (self.real_owner.classname == "player") { sprint(self.real_owner,#PRINT_HIGH,"Your shambler is dead.\n"); self.real_owner.job = self.real_owner.job - (self.real_owner.job & #JOB_DEMON_OUT); self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so self.real_owner.demon_one = world; } // check for gib if (self.health < -50) { sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_MONSTERDIE); ThrowGib ("progs/h_shams.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); dremove(self); return; } sound (self, #CHAN_VOICE, "shambler/sdeath.wav", 1, #ATTN_MONSTERDIE); self.classname = "monster_corpse"; self.think=SUB_Null; sham_death1(); }; float () CheckShamMelee = { local vector dist; local float d; dist = self.enemy.origin - self.origin; d = vlen(dist); if (d < 150) //CH Check reach { self.attack_state = #AS_MELEE; return #TRUE; } return #FALSE; }; float () CheckShamLightning = { local vector dist; local float d; local float d2; if (!visible2(self.enemy, self)) //If can see return #FALSE; 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 (self.has_tesla == 1) return #FALSE; if (random() > self.has_tesla * 0.07) //CH as not to fire all the time return #FALSE; if (d2 < 1500 - self.has_tesla * 300 && d < 100) return #FALSE; if (d2 > 2000 + self.has_tesla * 200) //Min X,Y distance away before zap return #FALSE; /*if (self.has_tesla > 3 && random() > 0.5) self.attack_state = #AS_FIREBALL; //else /// OFTEN*/ self.attack_state = #AS_MISSILE; return #TRUE; }; float() ShamCheckAttack = { local vector vec; // if close enough for slashing, go for it if (CheckShamMelee ()) { self.attack_state = #AS_MELEE; return #TRUE; } if (CheckShamLightning ()) return #TRUE; return #FALSE; }; // Shambler shoots fireballs! /* void() sham_fireball = { local float r; r = random(); if (r > 0.5) sham_fireballl1(); else sham_fireballr1(); }; void() sham_fireballl1 =[ $swingl1, sham_fireballl2 ] { sound (self, #CHAN_VOICE, "shambler/melee2.wav", 1, #ATTN_NORM); ai_charge(15 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl2 =[ $swingl2, sham_fireballl3 ] {ai_charge(9 * (0.7 + self.has_tesla * 0.2));}; //speed doubled void() sham_fireballl3 =[ $swingl3, sham_fireballl4 ] {ai_charge(21 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl4 =[ $swingl4, sham_fireballl5 ] {ai_charge(9 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl5 =[ $swingl5, sham_fireballl6 ] {ai_charge(21 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl6 =[ $swingl6, sham_fireballl7 ] {ai_charge(27 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl7 =[ $swingl7, sham_fireballl8 ] {ai_charge(15 * (0.7 + self.has_tesla * 0.2)); ShamFireball(250);}; void() sham_fireballl8 =[ $swingl8, sham_fireballl9 ] {ai_charge(12 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballl9 =[ $swingl9, sham_run1 ] { ai_charge(24 * (0.7 + self.has_tesla * 0.2)); if (random() < 0.2) self.think = sham_fireballr1; }; void() sham_fireballr1 =[ $swingr1, sham_fireballr2 ] { sound (self, #CHAN_VOICE, "shambler/melee1.wav", 1, #ATTN_NORM); ai_charge(3 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr2 =[ $swingr2, sham_fireballr3 ] {ai_charge(24 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr3 =[ $swingr3, sham_fireballr4 ] {ai_charge(42 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr4 =[ $swingr4, sham_fireballr5 ] {ai_charge(21 * (0.7 + self.has_tesla * 0.2));}; // speed dbl void() sham_fireballr5 =[ $swingr5, sham_fireballr6 ] {ai_charge(9 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr6 =[ $swingr6, sham_fireballr7 ] {ai_charge(18 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr7 =[ $swingr7, sham_fireballr8 ] {ai_charge(18 * (0.7 + self.has_tesla * 0.2)); ShamFireball(-250);}; void() sham_fireballr8 =[ $swingr8, sham_fireballr9 ] {ai_charge(9 * (0.7 + self.has_tesla * 0.2));}; void() sham_fireballr9 =[ $swingr9, sham_run1 ] {ai_charge(30 * (0.7 + self.has_tesla * 0.2)); if (random() < 0.2) self.think = sham_fireballl1; }; void(float side) ShamFireball = { local float ldmg; local vector delta; local vector offang; local vector org, dir; ai_face (); 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 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 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_NOCLIP; newmis.solid = #SOLID_BBOX; newmis.angles = vectoangles(dir); newmis.touch = shambler_fire_touch; newmis.weapon = #DMSG_DEMON_FIRE; newmis.classname = "demon_fire"; newmis.think = SUB_Remove; newmis.nextthink = time + 10; setmodel (newmis, "progs/lavaball.mdl"); setsize (newmis, '-8 -16 -8', '20 16 28'); //CH actual mdl bounds // setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, org); newmis.velocity = dir * 1000 * (self.has_tesla - 3); }; */ /*void() shambler_fire_touch = -OFN fireballs out! { local float fire_dmg; fire_dmg = 10 + random() * 25; fire_dmg = fire_dmg * self.owner.has_tesla; if (pointcontents(self.origin) == #CONTENT_SKY) { 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_BROADCAST, #SVC_TEMPENTITY); WriteByte (#MSG_BROADCAST, #TE_EXPLOSION); WriteCoord (#MSG_BROADCAST, self.origin_x); WriteCoord (#MSG_BROADCAST, self.origin_y); WriteCoord (#MSG_BROADCAST, self.origin_z); #ifdef QUAKE_WORLD multicast (self.origin, #MULTICAST_PHS); dremove(self); #else BecomeExplosion (); #endif }; */