/* ============================================================================== KNIGHT ============================================================================== */ void (entity player) UpdateSummons; $cd id1/models/knight $origin 0 0 24 $base base $skin badass3 $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8 //frame runc1 runc2 runc3 runc4 runc5 runc6 $frame runattack1 runattack2 runattack3 runattack4 runattack5 $frame runattack6 runattack7 runattack8 runattack9 runattack10 $frame runattack11 $frame pain1 pain2 pain3 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 $frame painb10 painb11 //frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 //frame attack8 attack9 attack10 attack11 $frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5 $frame attackb6 attackb7 attackb8 attackb9 attackb10 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 $frame walk10 walk11 walk12 walk13 walk14 $frame kneel1 kneel2 kneel3 kneel4 kneel5 $frame standing2 standing3 standing4 standing5 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 deathb10 deathb11 void() knight_melee = { local vector delta; local float ldmg; if (!self.enemy) return; // removed before stroke delta = self.enemy.origin - self.origin; if (vlen(delta) > 110) return; ldmg = (120 + 120*random()); T_Damage (self.enemy, self, self, ldmg); sound (self, #CHAN_WEAPON, "demon/dhit2.wav", 1, #ATTN_NORM); makevectors (self.angles); SpawnMeatSpray (self.origin + v_forward*16, (50 - random()*100) * v_right); }; void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();}; void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();}; void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();}; void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();}; void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();}; void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();}; void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();}; void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();}; void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();}; void() knight_walk1 =[ $walk1, knight_walk2 ] { if (random() < 0.2) sound (self, #CHAN_VOICE, "knight/idle.wav", 1, #ATTN_IDLE); ai_walk(3);}; void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);}; void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);}; void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);}; void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);}; void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);}; void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);}; void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);}; void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);}; void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);}; void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);}; void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);}; void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);}; void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);}; void() knight_run1 =[ $runb1, knight_run2 ] { if (random() < 0.2) sound (self, #CHAN_VOICE, "knight/idle.wav", 1, #ATTN_IDLE); ai_run(16*1.8);}; void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20*1.8);}; void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13*1.8);}; void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7*1.8);}; void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16*1.8);}; void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20*1.8);}; void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14*1.8);}; void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6*1.8);}; void() knight_runatk1 =[ $runattack1, knight_runatk2 ] { if (random() > 0.5) sound (self, #CHAN_WEAPON, "knight/sword2.wav", 1, #ATTN_NORM); else sound (self, #CHAN_WEAPON, "knight/sword1.wav", 1, #ATTN_NORM); ai_charge(20); }; void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();}; void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();}; void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();}; void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();}; void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();}; void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();}; void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();}; void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();}; void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();}; void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);}; void() knight_atk1 =[ $attackb1, knight_atk2 ] { sound (self, #CHAN_WEAPON, "knight/sword1.wav", 1, #ATTN_NORM); ai_charge(0);}; void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);}; void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);}; void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);}; void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);}; void() knight_atk6 =[ $attackb6, knight_atk7 ] { ai_charge(4); knight_melee(); }; void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();}; void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3); ai_melee();}; void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);}; void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);}; //void() knight_atk9 =[ $attack9, knight_atk10 ] {}; //void() knight_atk10 =[ $attack10, knight_atk11 ] {}; //void() knight_atk11 =[ $attack11, knight_run1 ] {}; //=========================================================================== void() knight_pain1 =[ $pain1, knight_pain2 ] {}; void() knight_pain2 =[ $pain2, knight_pain3 ] {}; void() knight_pain3 =[ $pain3, knight_run1 ] {}; void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);}; void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);}; void() knight_painb3 =[ $painb3, knight_painb4 ] {}; void() knight_painb4 =[ $painb4, knight_painb5 ] {}; void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);}; void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);}; void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);}; void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);}; void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);}; void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);}; void() knight_painb11 =[ $painb11, knight_run1 ] {}; void(entity attacker, float damage) knight_pain = { local float r; if (self.pain_finished > time) return; r = random(); sound (self, #CHAN_VOICE, "knight/khurt.wav", 1, #ATTN_NORM); if ((random()*60 > damage) ) return; // didn't flinch if (r < 0.85) { knight_pain1 (); self.pain_finished = time + 1 + 1 * random(); } else { knight_painb1 (); self.pain_finished = time + 1 + 1 * random(); } }; //=========================================================================== void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();}; void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();}; void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();}; void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();}; void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();}; void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();}; void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();}; void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();}; void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();}; void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();}; void() knight_die1 =[ $death1, knight_die2 ] {}; void() knight_die2 =[ $death2, knight_die3 ] {}; void() knight_die3 =[ $death3, knight_die4 ] {self.solid = #SOLID_NOT;}; void() knight_die4 =[ $death4, knight_die5 ] {}; void() knight_die5 =[ $death5, knight_die6 ] {}; void() knight_die6 =[ $death6, knight_die7 ] {}; void() knight_die7 =[ $death7, knight_die8 ] {}; void() knight_die8 =[ $death8, knight_die9 ] {}; void() knight_die9 =[ $death9, knight_die10] {}; void() knight_die10=[ $death10, knight_die10] { self.nextthink = time + 40 + 40*random(); self.think = SUB_Remove; }; void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {}; void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {}; void() knight_dieb3 =[ $deathb3, knight_dieb4 ] {self.solid = #SOLID_NOT;}; void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {}; void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {}; void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {}; void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {}; void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {}; void() knight_dieb9 =[ $deathb9, knight_dieb10] {}; void() knight_dieb10 = [ $deathb10, knight_dieb11] {}; void() knight_dieb11 = [ $deathb11, knight_dieb11] { self.nextthink = time + 40 + 40*random(); self.think = SUB_Remove; }; void() knight_die = { if (self.real_owner.classname == "player") { sprint(self.real_owner,#PRINT_HIGH,"Your knight 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; } self.has_holo = 0; // we r dead, mark us UpdateSummons(self.real_owner); // update owner pointers // check for gib if (self.health < -40) { sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_NORM); ThrowHead ("progs/h_knight.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); return; } // regular death sound (self, #CHAN_VOICE, "knight/kdeath.wav", 1, #ATTN_NORM); if (random() < 0.5) knight_die1 (); else knight_dieb1 (); }; /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush */ /*void() monster_knight = { if (deathmatch) { remove(self); return; } 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"); self.solid = #SOLID_SLIDEBOX; self.movetype = #MOVETYPE_STEP; setmodel (self, "progs/knight.mdl"); setsize (self, '-16 -16 -24', '16 16 40'); self.health = 75; self.th_stand = knight_stand1; self.th_walk = knight_walk1; self.th_run = knight_run1; self.th_melee = knight_atk1; self.th_pain = knight_pain; self.th_die = knight_die; walkmonster_start (); };*/