#include "defs.qh" /*=======================================================// // Warlock.QC - CustomTF 3.2.OfN - 30/1/2001 - // =========================================================// Warlock stuff =========================================================*/ void() SummonThink; // external, used by demon menu thing entity (vector location, float life, float type) CreateWaypoint; // Create a new grunty waypoint //- OfN - Gets the name of monster class (shambler, fiend, scrag or soldier) string(entity themonster) GetMonsterName; void() MonsterTouch; void(vector where) spawnFOG; void (entity themonster) PutMonsterStand; void (entity themonster) PutMonsterWalk; //WK Done ----------------------------- // SB - demon summon menu void() Menu_Demon = { local string str1,st,st3,st2; str1 = ftos(self.demon_blood); //if (self.job & JOB_BLOODY_KNIFE) // st2="ÛÂÌÏÏÄÝ"; if (self.demon_one!=world) { custom_demon_name(self.demon_one); st=GetMonsterName(self.demon_one); CenterPrint6(self, self.demon_one.netname," ¼",st,"¾", "\n\n Áãôéïî: \n\n“.. Come here, damn beast! \n”.. Patrol the zone! \n•.. Stop there! \n\nš®® Unsummon! \n\n’.. Îïôèéîç \n\nËîéæå Ëéììó: " , str1); } else { if (self.job & JOB_BLOODY_KNIFE) st="\n Áãôéïî: \n\n“.. Summon Scrag (âìïïä)"; else st="\n Áãôéïî: \n\n“.. Summon Scrag (blood)"; if (self.demon_blood>1) st2="\n”.. Summon Fiend (2 ëéììó)"; else st2="\n”.. Summon Fiend (2 kills)"; /*if (self.demon_blood>0) { if (self.demon_blood>1) st2="\n”.. Summon Knight (1 ëéììó)\n•.. Summon Fiend (2 ëéììó)"; else st2="\n”.. Summon Knight (1 ëéììó)\n•.. Summon Fiend (2 kills)"; } else { if (self.demon_blood>1) st2="\n”.. Summon Knight (1 kills)\n•.. Summon Fiend (2 ëéììó)"; else st2="\n”.. Summon Knight (1 kills)\n•.. Summon Fiend (2 kills)"; }*/ /*if (self.demon_blood>2) st3="\n–.. Summon Hell Knight (3 ëéììó)"; else st3="\n–.. Summon Hell Knight (3 kills)";*/ if (self.demon_blood>3) st3="\n•.. Summon Shambler (4 ëéììó)"; else st3="\n•.. Summon Shambler (4 kills)"; CenterPrint6(self, st,st2,st3,"\n\n’.. Îïôèéîç \n\nËîéæå Ëéììó: ", str1,"\^/" + ftos (MAX_KNIFE_BLOOD)); } // Ignore enemy! // Engage enemy! //menu 2 //health //frags //status //enemy }; /* ** Warlock Profession - ** Hit an enemy with knife for blood, use that to summon a happy demon */ void() SummonThink = { if (self.heat == 0) { self.heat = 1; stuffcmd(self.owner,"v_idlescale 0\n"); self.nextthink = time + 1.5; return; } local entity oself; oself = self; self = self.owner; custom_demon_create(oself.has_tesla); spawnFOG(oself.origin); self = oself; dremove(self); }; void(float inp) Menu_Demon_Input = { local entity SummonTimer; local float points; self.demon_choice = 0; // reset demon choice var if (inp == 10) // nothing { ResetMenu(); self.impulse = 0; return; } if (inp == 1 && self.demon_one != world) // Come here! { if (!IsMonster(self.demon_one)) return; local string st; st=GetMonsterName(self.demon_one); if (self.demon_one.enemy != world) { if (visible2(self.demon_one,self.demon_one.enemy)) { sprint(self,PRINT_HIGH,"Your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH," is busy trying to kill!\n"); self.impulse=0; return; } } if (self.demon_one.goalentity == self) { sprint(self,PRINT_HIGH,"Your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH," is already trying to reach your position!\n"); self.impulse=0; return; } self.demon_one.enemy=world;// self.demon_one.goalentity=self; self.demon_one.nextthink=time+0.1; PutMonsterWalk(self.demon_one); sprint(self,PRINT_HIGH,"You call your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH,".\n"); ResetMenu(); self.impulse=0; return; } else if (inp == 2 && self.demon_one != world) // patrol { if (!IsMonster(self.demon_one)) return; local string st; st=GetMonsterName(self.demon_one); if (self.demon_one.enemy != world) { if (visible2(self.demon_one,self.demon_one.enemy)) { sprint(self,PRINT_HIGH,"Your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH," is busy tring to kill!\n"); self.impulse=0; return; } } self.demon_one.enemy=world;// self.demon_one.oldenemy=world;//// self.demon_one.goalentity=self.demon_one; self.demon_one.nextthink=time+0.1; PutMonsterWalk(self.demon_one); sprint(self,PRINT_HIGH,"Your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH," will patrol the zone now...\n"); ResetMenu(); self.impulse=0; return; } else if (inp == 3 && self.demon_one != world) // stop there! { if (!IsMonster(self.demon_one)) return; local string st; st=GetMonsterName(self.demon_one); if (self.demon_one.enemy != world) { if (visible2(self.demon_one,self.demon_one.enemy)) { sprint(self,PRINT_HIGH,"Your "); sprint(self,PRINT_HIGH,st); sprint(self,PRINT_HIGH," is busy tring to kill!\n"); self.impulse=0; return; } } self.demon_one.enemy=world;// self.demon_one.oldenemy=world;//// self.demon_one.goalentity=world; self.demon_one.nextthink=time+0.1; PutMonsterStand(self.demon_one); ResetMenu(); self.impulse=0; return; } else if (inp == 1) // scrag { self.demon_choice = 1; ResetMenu(); self.impulse = 0; } else if (inp == 2) // knight { self.demon_choice = 2; ResetMenu(); self.impulse = 0; } else if (inp == 3) // fiend { self.demon_choice = 3; ResetMenu(); self.impulse = 0; } /*else if (inp == 4) // hell knight { self.demon_choice = 4; ResetMenu(); self.impulse = 0; } else if (inp == 5) // shambler { self.demon_choice = 5; ResetMenu(); self.impulse = 0; }*/ else if (inp == 8) // unsummon { if (self.job & JOB_DEMON_OUT) { local string MName; MName=GetMonsterName(self.demon_one); teamprefixsprint(self.team_no, self); teamsprint(self.team_no,self, self.netname); teamsprint(self.team_no,self, " unsummons his "); teamsprint(self.team_no,self, MName); teamsprint(self.team_no,self, "\n"); kill_my_demon(); } else return; ResetMenu(); self.impulse = 0; return; } else return; if (self.job & JOB_DEMON_OUT) { sprint(self, PRINT_HIGH, "You already have a monster summoned.\n"); //ResetMenu(); self.impulse = 0; return; } #ifndef WARLOCK_TEST if (self.demon_blood < 4 && self.demon_choice == 3) { sprint (self, PRINT_HIGH, "You need to kill 5 enemies with your knife to summon a shambler.\n"); //ResetMenu(); self.impulse = 0; return; } // temp /* if (self.demon_blood < 3 && self.demon_choice == 4) { sprint (self, PRINT_HIGH, "You need to kill 4 enemies with your knife to summon a hell knight.\n"); //ResetMenu(); self.impulse = 0; return; } // temp*/ if (self.demon_blood < 2 && self.demon_choice == 2) { sprint (self, PRINT_HIGH, "You need to kill 2 enemies with your knife to summon a fiend.\n"); //ResetMenu(); self.impulse = 0; return; } /*if (self.demon_blood < 1 && self.demon_choice == 2) { sprint (self, PRINT_HIGH, "You need to kill 1 enemies with your knife to summon a knight.\n"); //ResetMenu(); self.impulse = 0; return; } // temp*/ if (!(self.job & JOB_BLOODY_KNIFE) && self.demon_choice == 1) { sprint(self,PRINT_HIGH,"You have to get blood from an enemy to summon a scrag.\n"); //ResetMenu(); self.impulse = 0; return; } #endif ResetMenu(); //points = self.demon_blood; // TEMP points = 5; if (self.demon_choice == 3) self.demon_blood = self.demon_blood - 4; else if (self.demon_choice == 2) self.demon_blood = self.demon_blood - 2; //else // self.demon_blood = 0; if (self.job & JOB_BLOODY_KNIFE && self.demon_choice == 1) self.job = self.job - JOB_BLOODY_KNIFE; //- OfN - caused bug if (self.current_weapon == WEAP_AXE && self.demon_choice == 1) { self.weaponmode = 0; // Remove blood on the knife self.weaponmodel = "progs/v_knife.mdl"; } stuffcmd(self,"v_idlescale 100000\n"); //r = random(); //Random summon sounds. :) //if (r < 0.33) sound (self, CHAN_WEAPON, "boss2/sight.wav", 1, ATTN_NORM); //else if (r < 0.66) // sound (self, CHAN_WEAPON, "wizard/widle2.wav", 1, ATTN_NORM); //else // sound (self, CHAN_WEAPON, "shambler/sdeath.wav", 1, ATTN_NORM); SummonTimer = spawn (); SummonTimer.classname = "timer"; SummonTimer.owner = self; SummonTimer.nextthink = time + 1.5; //Small delays are cool SummonTimer.think = SummonThink; SummonTimer.has_tesla = points; SummonTimer.heat = 0; self.job_finished = time + 5; //Delay if summon goes bad SB reduced to 5 self.attack_finished = time + 2.1; }; //====================================================// //Returns a random name for a demon, or pulls it from one's localinfo void(entity demon) custom_demon_name = { local string happy = "FIXME:custom_demon_name"; local float r; // Why doesn't this work? When people set their own names, // the demon's name gets corrupted. Do we need a strcpy()? /*CH has_camera 0 = Ignore and set name as 'demon' 1 = Using random name 2 = Failed infokey, get random 3 = Using Custom name 4 = Set name when called */ if (demon.has_camera == 3 || demon.has_camera == 4) //CH // SB - if we have a d already, use rand name { happy = infokey(demon.real_owner,"demon"); if (!happy) happy = infokey(demon.real_owner,"d"); if (!happy) demon.has_camera = 2; else demon.has_camera = 3; } if (demon.has_camera == 2) { //Make random name r = random(); if ( demon.classname == "monster_demon1" ) { //Make random name if (r < 0.1) happy = "The Fiend Lazarat"; else if (r < 0.2) happy = "Lysanter of Blood"; else if (r < 0.3) happy = "Childers Nightmare"; else if (r < 0.4) happy = "Minion of Lesric"; else if (r < 0.5) happy = "Archdemon Boris"; else if (r < 0.6) happy = "Talon"; else if (r < 0.7) happy = "Oathrender"; else if (r < 0.8) happy = "The Fiend Roeder"; else if (r < 0.9) happy = "The Fiend Warrek"; else happy = "Mourning Breath"; } else if ( demon.classname == "monster_army" ) { if ( r < 0.1 ) happy = "F.Lee"; else if ( r < 0.2 ) happy = "A.Hoffman"; else if ( r < 0.3 ) happy = "J.Garcia"; else if ( r < 0.4 ) happy = "H.Dail"; else if ( r < 0.5 ) happy = "R.Gustafson"; else if ( r < 0.6 ) happy = "F.Gump"; else if ( r < 0.7 ) happy = "A.McNab"; else if ( r < 0.8 ) happy = "C.Ryan"; else if ( r < 0.9 ) happy = "K.Johnson"; else happy = "W.Kerney"; } else if ( demon.classname == "monster_shambler" ) { if (r < 0.2) happy = "Necrotopos"; else if (r < 0.4) happy = "Gorgon"; else if (r < 0.6) happy = "Ogroth"; else if (r < 0.8) happy = "Krogoth"; else happy = "Llama Crusher"; } else if ( demon.classname == "monster_wizard" ) //- OfN - { if (r < 0.25) happy = "Dark Spawn"; else if (r <0.5) happy = "White Poison"; else if (r <0.75) happy = "Lorgrath"; else happy = "Phitermos"; } /*else if (demon.classname == "monster_knight" ) //- OfN - { if (r < 0.25) happy = "Frannege"; else if (r <0.5) happy = "Jenobahg"; else if (r <0.75) happy = "Crainmerg"; else happy = "Biosenberg"; } else if (demon.classname == "monster_hknight" ) //- OfN - { if (r < 0.25) happy = "Sir Heinmenberg"; else if (r <0.5) happy = "Sir Grigben"; else if (r <0.75) happy = "Sir Tossendor"; else happy = "Sir Gennoveh"; }*/ demon.netname = happy; demon.has_camera = 1; } if (demon.has_camera == 0) happy = "demon"; if (demon.has_camera != 1) demon.netname = happy; }; void (float points) custom_demon_create = { local float points; //Play random summoning sound here //r = random(); //if (r < 0.33) sound (self, CHAN_VOICE, "ambience/thunder1.wav", 1, ATTN_NORM); //else if (r < 0.66) // sound (self, CHAN_WEAPON, "boss1/sight1.wav", 1, ATTN_NORM); //else // sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); makevectors (self.v_angle); v_forward_z = 0; v_forward = normalize(v_forward) * 64; newmis = spawn(); newmis.owner = newmis; //WK Self newmis.real_owner = self; if (self.demon_choice == 1) { newmis.classname = "monster_wizard"; #ifdef no_tf_monsters newmis.mdl = "progs/wizard.mdl"; #else newmis.mdl = "progs/tf_wiz.mdl"; #endif } /*else if (self.demon_choice == 2) { newmis.classname = "monster_knight"; newmis.mdl = "progs/knight.mdl"; }*/ else if (self.demon_choice == 2) { newmis.classname = "monster_demon1"; #ifdef no_tf_monsters newmis.mdl = "progs/demon.mdl"; #else newmis.mdl = "progs/tf_demon.mdl"; #endif } /*else { newmis.classname = "monster_hknight"; newmis.mdl = "progs/hknight.mdl"; }*/ else if (self.demon_choice == 3) { newmis.classname = "monster_shambler"; #ifdef no_tf_monsters newmis.mdl = "progs/shambler.mdl"; #else newmis.mdl = "progs/tf_sham.mdl"; #endif } // CHECK: why this was comented? newmis.team_no = self.team_no; //Go team red! ;) newmis.origin = self.origin + v_forward; newmis.has_camera = 4; custom_demon_name(newmis); //SB - Share and Enjoy - ceaf put health in here //setorigin (newmis, self.origin + v_forward*50 + '0 0 16'); //setsize (newmis, VEC_HULL_MIN, VEC_HULL_MAX); if (!CheckArea(newmis,self)) { //No room for el diablo sprint(self,PRINT_HIGH,"Not enough room to summon creature!\n"); newmis.think = SUB_Remove; newmis.nextthink = time + 0.1; //self.job = self.job - (self.job & JOB_DEMON_OUT); // FIXME - This shouldn't be needed - OfN done return; } if ( self.demon_choice == 1 ) { #ifdef no_tf_monsters setmodel (newmis, "progs/wizard.mdl"); #else setmodel (newmis, "progs/tf_wiz.mdl"); #endif setsize (newmis, '-16 -16 -24', '16 16 40'); setorigin (newmis, newmis.origin + '0 0 30'); } /*else if ( self.demon_choice == 2 ) { setmodel (newmis, "progs/knight.mdl"); //setsize (self, '-16 -16 -24', '16 16 40'); setsize (newmis, VEC_HULL2_MIN, VEC_HULL2_MAX); setorigin (newmis, newmis.origin + '0 0 30'); }*/ else if ( self.demon_choice == 2 ) { #ifdef no_tf_monsters setmodel (newmis, "progs/demon.mdl"); #else setmodel (newmis, "progs/tf_demon.mdl"); #endif setsize (newmis, VEC_HULL2_MIN, VEC_HULL2_MAX); setorigin (newmis, newmis.origin + '0 0 30'); } /*else if ( self.demon_choice == 4 ) { setmodel (newmis, "progs/hknight.mdl"); //setsize (self, '-16 -16 -24', '16 16 40'); setsize (newmis, VEC_HULL2_MIN, VEC_HULL2_MAX); setorigin (newmis, newmis.origin + '0 0 30'); }*/ else if (self.demon_choice == 3) { #ifdef no_tf_monsters setmodel (newmis, "progs/shambler.mdl"); #else setmodel (newmis, "progs/tf_sham.mdl"); #endif setsize (newmis, VEC_HULL2_MIN, VEC_HULL2_MAX); setorigin (newmis, newmis.origin + '0 0 30'); } //Test successful, so go ahead and finish summon #ifndef no_tf_monsters if (no_monstercolors) newmis.skin=0; else newmis.skin=self.team_no; #endif newmis.ltime=time; local string MName; MName=GetMonsterName(newmis); teamprefixsprint(self.team_no,self); teamsprint(self.team_no,self,self.netname); teamsprint(self.team_no,self," has summoned the "); teamsprint(self.team_no,self,MName); teamsprint(self.team_no,self," "); teamsprint(self.team_no,self,newmis.netname); teamsprint(self.team_no,self,"\n"); self.job = self.job | JOB_DEMON_OUT; self.job_finished = time + 3; //Don't let em kill demon for 15 secs. // SB 15 is tight; 10 // 10 is tight; 5 // OfN 5 is tight; 3 ;) if (self.demon_choice==2) sound (self, CHAN_BODY, "demon/sight2.wav", 1, ATTN_NORM); newmis.velocity = v_forward * 10;// + '0 0 250'; newmis.angles = vectoangles(newmis.velocity); if (newmis.flags & FL_ONGROUND) newmis.flags = newmis.flags - FL_ONGROUND; newmis.velocity = v_forward * 10; newmis.movetype = MOVETYPE_TOSS; newmis.solid = SOLID_SLIDEBOX; newmis.takedamage = DAMAGE_AIM; if (self.demon_choice==1) { newmis.velocity='0 0 0'; newmis.movetype = MOVETYPE_STEP; } /*if ( newmis.classname == "monster_hknight" ) { newmis.health = HKNIGHT_HP; //WK 300 newmis.armorclass = AT_SAVEFIRE; //AT_SAVESHOT | AT_SAVEFIRE; newmis.last_saveme_sound = 0; newmis.th_stand = hknight_stand1; newmis.th_walk = hknight_walk1; newmis.th_run = hknight_run1; newmis.th_melee = hknight_melee; newmis.th_missile = hknight_magicc1; newmis.th_pain = hknight_pain; newmis.th_die = hknight_die; newmis.think = walkmonster_start; newmis.nextthink = time + 1; //newmis.touch = Demon_JumpTouch; //newmis.touch = NIL; sprint(self, PRINT_HIGH, "You summon a hell knight.\n"); } else if ( newmis.classname == "monster_knight" ) { newmis.health = KNIGHT_HP; //WK 300 newmis.armorclass = AT_SAVEFIRE; //AT_SAVESHOT | AT_SAVEFIRE; newmis.last_saveme_sound = 0; newmis.th_stand = knight_stand1; newmis.th_walk = knight_walk1; newmis.th_run = knight_run1; newmis.th_melee = knight_atk1; newmis.th_pain = knight_pain; newmis.th_die = knight_die; newmis.think = walkmonster_start; newmis.nextthink = time + 1; //newmis.touch = Demon_JumpTouch; //newmis.touch = NIL; sprint(self, PRINT_HIGH, "You summon a knight.\n"); }*/ if ( newmis.classname == "monster_demon1" ) { newmis.health = DEMON_HP; //WK 300 newmis.armorclass = AT_SAVEFIRE; //AT_SAVESHOT | AT_SAVEFIRE; newmis.last_saveme_sound = 0; newmis.has_tesla = 0; //CH determines if jello jump newmis.has_sentry = 0; //CH stuck jump newmis.th_stand = demon1_stand1; newmis.th_walk = demon1_walk1; newmis.th_run = demon1_run1; newmis.th_die = custom_demon_die; newmis.th_melee = Demon_MeleeAttack; // one of two attacks newmis.th_missile = demon1_jump1; // jump attack newmis.th_pain = demon1_pain; newmis.th_fireball = demon1_fire1; //CH newmis.think = walkmonster_start; newmis.nextthink = time + 1; //newmis.touch = Demon_JumpTouch; //newmis.touch = NIL; sprint(self, PRINT_HIGH, "You summon a fiend.\n"); } else if ( newmis.classname == "monster_shambler" ) { newmis.health = SHAMBLER_HP;//750 + points * 350; //WK 300 newmis.armorclass = 0;// ofn- AT_SAVEEXPLOSION | AT_SAVEMELEE; newmis.last_saveme_sound = 0; newmis.has_tesla = points; newmis.has_sentry = 0; newmis.th_stand = sham_stand1; newmis.th_walk = sham_walk1; newmis.th_run = sham_run1; newmis.th_die = custom_shambler_die; newmis.th_melee = sham_melee; // one of two attacks newmis.th_missile = sham_magic1; newmis.th_pain = sham_pain; //newmis.th_fireball = sham_fireball; //- OfN - this, uglyness apart, didn't work anyway newmis.think = walkmonster_start; newmis.nextthink = time + 1; //newmis.touch = Demon_JumpTouch; //newmis.touch = NIL; ////newmis.real_owner.demon_blood = 0; marduk bug sprint(self, PRINT_HIGH, "You summon a shambler.\n"); } else { newmis.health = SCRAG_HP; newmis.think =flymonster_start_go;// walkmonster_start; newmis.th_stand = wiz_stand1; newmis.th_walk = wiz_walk1; newmis.th_run = wiz_run1; newmis.th_missile = Wiz_Missile; newmis.th_pain = Wiz_Pain; newmis.th_die = wiz_die; newmis.nextthink = time + 0.05; //newmis.armorclass = 0; //- OfN - none AT_SAVESHOT; // kevlar newmis.last_saveme_sound = 0; // ? oh that //newmis.touch = NIL; sprint(self, PRINT_HIGH, "You summon a scrag.\n"); } newmis.touch=MonsterTouch; newmis.message = "XX"; // flag to identify monsters/army for sentry targetting newmis.real_owner.demon_one = newmis; newmis.max_health = newmis.health; }; void () custom_demon_precache = { #ifdef no_tf_monsters precache_model ("progs/demon.mdl"); #else precache_model ("progs/tf_demon.mdl"); #endif 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"); precache_model ("progs/soldier.mdl"); precache_model ("progs/h_guard.mdl"); precache_model ("progs/gib1.mdl"); precache_model ("progs/gib2.mdl"); precache_model ("progs/gib3.mdl"); precache_sound ("soldier/death1.wav"); precache_sound ("soldier/idle.wav"); precache_sound ("soldier/pain1.wav"); precache_sound ("soldier/pain2.wav"); precache_sound ("soldier/sattck1.wav"); precache_sound ("soldier/sight1.wav"); #ifdef no_tf_monsters precache_model ("progs/shambler.mdl"); #else precache_model ("progs/tf_sham.mdl"); #endif precache_model ("progs/s_light.mdl"); precache_model ("progs/h_shams.mdl"); precache_model ("progs/bolt.mdl"); precache_sound ("shambler/sattck1.wav"); precache_sound ("shambler/sboom.wav"); precache_sound ("shambler/sdeath.wav"); precache_sound ("shambler/shurt2.wav"); precache_sound ("shambler/sidle.wav"); precache_sound ("shambler/ssight.wav"); precache_sound ("shambler/melee1.wav"); precache_sound ("shambler/melee2.wav"); precache_sound ("shambler/smack.wav"); //Also use ambience/thunder1 for out of knife precache_sound ("boss1/sight1.wav"); //Out of knife precache_sound ("boss1/out1.wav"); //Out of knife precache_sound ("boss2/sight.wav"); //Summon // precache_sound ("wizard/widle2.wav"); //Summon - OfN cacheed on wizard.qc precache_sound ("shambler/sdeath.wav"); //Summon //------------------------------------// /*precache_model ("progs/knight.mdl"); precache_model ("progs/h_knight.mdl"); precache_sound ("knight/kdeath.wav"); precache_sound ("knight/khurt.wav"); precache_sound ("knight/ksight.wav"); precache_sound ("knight/sword1.wav"); precache_sound ("knight/sword2.wav"); precache_sound ("knight/idle.wav"); //----------------------------------// precache_model2 ("progs/hknight.mdl"); precache_model2 ("progs/k_spike.mdl"); precache_model2 ("progs/h_hellkn.mdl"); precache_sound2 ("hknight/attack1.wav"); precache_sound2 ("hknight/death1.wav"); precache_sound2 ("hknight/pain1.wav"); precache_sound2 ("hknight/sight1.wav"); precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2 precache_sound2 ("hknight/slash1.wav"); precache_sound2 ("hknight/idle.wav"); precache_sound2 ("hknight/grunt.wav"); precache_sound ("knight/sword1.wav"); precache_sound ("knight/sword2.wav");*/ }; void () kill_my_demon; void (entity player) kill_his_demon = { if (player.classname!="player") return; local entity temp; temp=self; self=player; kill_my_demon(); self=temp; }; void () kill_my_demon = { local entity te; local entity oself; //WK Clean up demons te = find(world, classname, "monster_demon1"); while (te) { if (te.real_owner == self) { oself = self; self = te; //Must get... blood.... ThrowGib ("progs/h_demon.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib2.mdl", -70); ThrowGib ("progs/gib3.mdl", -80); sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM); self = oself; te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; sprint(self, PRINT_HIGH, "Your fiend is dead.\n"); self.job = self.job - (self.job & JOB_DEMON_OUT); } te = find(te, classname, "monster_demon1"); } te = find(world, classname, "monster_army"); while (te) { if (te.real_owner == self) { oself = self; self = te; self.health = -100; //Must get... blood.... ThrowGib ("progs/h_guard.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib2.mdl", -70); ThrowGib ("progs/gib3.mdl", -70); ThrowGib ("progs/gib2.mdl", -70); sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); // custom_grunt_die; te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; //-----------------------// NOT NEEDED /*te.th_stand = NIL; te.th_run = NIL; te.th_missile = NIL; te.th_pain = NIL;*/ //--------------------------// /* if (self.martyr_enemy != world) dremove(self.martyr_enemy); if (self.demon_one != world) dremove(self.demon_one); if (self.demon_two != world) dremove(self.demon_two); */ if (self.martyr_enemy != world) #ifdef ARMY_DEBUG RemoveWaypoint(self.martyr_enemy, "KillMyDemon() martyr", self); #else RemoveWaypoint(self.martyr_enemy, self); #endif //dremove(self.martyr_enemy); if (self.demon_one != world) #ifdef ARMY_DEBUG RemoveWaypoint(self.demon_one, "KillMyDemon() demon_one", self); #else RemoveWaypoint(self.demon_one, self); #endif //dremove(self.demon_one); if (self.demon_two != world) #ifdef ARMY_DEBUG RemoveWaypoint(self.demon_two, "KillMyDemon() demon_two", self); #else RemoveWaypoint(self.demon_two, self); #endif //dremove(self);// needed? to avoid false drown death bug_? nope self = oself; //grunt sprint (self, PRINT_HIGH, "Your soldier is dead.\n"); self.job = self.job - (self.job & JOB_DEMON_OUT); self.demon_one = world; SetArmyTimer(); //TF_T_Damage(te, world, world, 4000, 0, 0); } te = find(te, classname, "monster_army"); } /*te = find(world, classname, "monster_knight"); while (te) { if (te.real_owner == self) { oself = self; self = te; ThrowGib ("progs/h_knight.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib3.mdl", -30); ThrowGib ("progs/gib3.mdl", -70); sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM); //sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; self = oself; //self.job = self.job - (self.job & JOB_DEMON_OUT); sprint (self, PRINT_HIGH, "Your knight is dead.\n"); //TF_T_Damage(te, world, world, 4000, 0, 0); } te = find(te, classname, "monster_knight"); } te = find(world, classname, "monster_hknight"); while (te) { if (te.real_owner == self) { oself = self; self = te; ThrowGib ("progs/h_hellkn.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib3.mdl", -30); ThrowGib ("progs/gib3.mdl", -70); sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM); te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; self = oself; //self.job = self.job - (self.job & JOB_DEMON_OUT); sprint (self, PRINT_HIGH, "Your hell knight is dead.\n"); //TF_T_Damage(te, world, world, 4000, 0, 0); } te = find(te, classname, "monster_hknight"); }*/ te = find(world, classname, "monster_shambler"); while (te) { if (te.real_owner == self) { oself = self; self = te; ThrowGib ("progs/h_shams.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib3.mdl", -30); ThrowGib ("progs/gib3.mdl", -70); sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; self = oself; //self.job = self.job - (self.job & JOB_DEMON_OUT); sprint (self, PRINT_HIGH, "Your shambler is dead.\n"); //TF_T_Damage(te, world, world, 4000, 0, 0); } te = find(te, classname, "monster_shambler"); } te = find(world, classname, "monster_wizard"); while (te) { if (te.real_owner == self) { oself = self; self = te; ThrowGib ("progs/h_wizard.mdl", -100); ThrowGib ("progs/gib1.mdl", -10); ThrowGib ("progs/gib3.mdl", -30); ThrowGib ("progs/gib3.mdl", -70); sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); te.think = SUB_Remove; te.touch = NIL; te.nextthink = time + 0.1; self = oself; sprint (self, PRINT_HIGH, "Your scrag is dead.\n"); //TF_T_Damage(te, world, world, 4000, 0, 0); } te = find(te, classname, "monster_wizard"); } self.job = self.job - (self.job & JOB_DEMON_OUT); self.demon_one = world; self.summon_one = world; self.summon_two = world; }; void() MonsterTouch = { /* if (self.real_owner==other && self.health > 0) // if it is our monster { if (self.goalentity==other) // if it was following us { self.goalentity=self; //stop it self.nextthink=time+0.1; PutMonsterStand(self); } } */ }; //===================================================// void (entity themonster) PutMonsterStand = { if (themonster.classname=="monster_shambler") themonster.think=sham_stand1; else if (themonster.classname=="monster_demon1") themonster.think=demon1_stand1; else if (themonster.classname=="monster_wizard") themonster.think=wiz_stand1; /*else if (themonster.classname=="monster_knight") themonster.think=knight_stand1; else if (themonster.classname=="monster_hknight") themonster.think=hknight_stand1; */ }; void (entity themonster) PutMonsterWalk = { if (themonster.classname=="monster_shambler") themonster.think=sham_walk1; else if (themonster.classname=="monster_demon1") themonster.think=demon1_walk1; else if (themonster.classname=="monster_wizard") themonster.think=wiz_walk1; /*else if (themonster.classname=="monster_knight") themonster.think=knight_walk1; else if (themonster.classname=="monster_hknight") themonster.think=hknight_walk1;*/ }; //============================================================================ // OfN - Called everytime a monster dies on die think, has_holo is set to 0 void (entity player) UpdateSummons = { // are we a player? if (player.classname != "player") { RPrint("Non-player entity in UpdateSummons()\n"); return; } // are we a warlock? if (!(player.job & JOB_WARLOCK)) { RPrint("Non-warlock player in UpdateSummons()\n"); return; } // Update our first summon if (player.summon_one != world) { if (!IsMonster(player.summon_one)) { RPrint("Non-monster in .summon_one in UpdateSummons()\n"); return; } if (player.summon_one.has_holo == 0) // set to 0 on die thinks player.summon_one = world; } // Update our second summon if (player.summon_two != world) { if (!IsMonster(player.summon_two)) { RPrint("Non-monster for .summon_two in UpdateSummons()\n"); return; } if (player.summon_two.has_holo == 0) // set to 0 on die thinks player.summon_two = world; } };