#include "defs.qh" //Extern //float(entity obj, entity builder) CheckArea; //For demon summons void (entity targ) GetRank; void() Grunty_Check_Frags; /* ============================================================================== GRUNT ============================================================================== */ $cd /raid/quake/id1/models/soldier3 $origin 0 -6 24 $base base $skin skin $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 $frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 $frame painb11 painb12 painb13 painb14 $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 $frame painc11 painc12 painc13 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9 $frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8 $frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16 $frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24 //============================================================================ void() army_fire; void() army_stand1 =[ $stand1, army_stand2 ] {ai_stand();Grunty_Check_Frags();}; void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();}; void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();}; void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();}; void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();}; void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();}; void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();}; void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();}; void() army_walk1 =[ $prowl_1, army_walk2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); ai_walk(1);}; void() army_walk2 =[ $prowl_2, army_walk3 ] {ai_walk(1);Grunty_Check_Frags();}; void() army_walk3 =[ $prowl_3, army_walk4 ] {ai_walk(1);}; void() army_walk4 =[ $prowl_4, army_walk5 ] {ai_walk(1);}; void() army_walk5 =[ $prowl_5, army_walk6 ] {ai_walk(2);}; void() army_walk6 =[ $prowl_6, army_walk7 ] {ai_walk(3);}; void() army_walk7 =[ $prowl_7, army_walk8 ] {ai_walk(4);}; void() army_walk8 =[ $prowl_8, army_walk9 ] {ai_walk(4);}; void() army_walk9 =[ $prowl_9, army_walk10 ] {ai_walk(2);}; void() army_walk10 =[ $prowl_10, army_walk11 ] {ai_walk(2);}; void() army_walk11 =[ $prowl_11, army_walk12 ] {ai_walk(2);}; void() army_walk12 =[ $prowl_12, army_walk13 ] {ai_walk(1);}; void() army_walk13 =[ $prowl_13, army_walk14 ] {ai_walk(0);}; void() army_walk14 =[ $prowl_14, army_walk15 ] {ai_walk(1);}; void() army_walk15 =[ $prowl_15, army_walk16 ] {ai_walk(1);}; void() army_walk16 =[ $prowl_16, army_walk17 ] {ai_walk(1);}; void() army_walk17 =[ $prowl_17, army_walk18 ] {ai_walk(3);}; void() army_walk18 =[ $prowl_18, army_walk19 ] {ai_walk(3);}; void() army_walk19 =[ $prowl_19, army_walk20 ] {ai_walk(3);}; void() army_walk20 =[ $prowl_20, army_walk21 ] {ai_walk(3);}; void() army_walk21 =[ $prowl_21, army_walk22 ] {ai_walk(2);}; void() army_walk22 =[ $prowl_22, army_walk23 ] {ai_walk(1);}; void() army_walk23 =[ $prowl_23, army_walk24 ] {ai_walk(1);}; void() army_walk24 =[ $prowl_24, army_walk1 ] {ai_walk(1);}; void() army_run1 =[ $run1, army_run2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); ai_run(11);}; void() army_run2 =[ $run2, army_run3 ] {ai_run(15);Grunty_Check_Frags();}; void() army_run3 =[ $run3, army_run4 ] {ai_run(10);}; void() army_run4 =[ $run4, army_run5 ] {ai_run(10);}; void() army_run5 =[ $run5, army_run6 ] {ai_run(8);}; void() army_run6 =[ $run6, army_run7 ] {ai_run(15);}; void() army_run7 =[ $run7, army_run8 ] {ai_run(10);}; void() army_run8 =[ $run8, army_run1 ] {ai_run(8);}; void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();}; void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();}; void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();}; void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();}; void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire(); self.effects = self.effects | EF_DIMLIGHT;}; void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face(); self.effects = 0;}; void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);}; void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();}; void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();}; void() army_pain1 =[ $pain1, army_pain2 ] {}; void() army_pain2 =[ $pain2, army_pain3 ] {}; void() army_pain3 =[ $pain3, army_pain4 ] {}; void() army_pain4 =[ $pain4, army_pain5 ] {}; void() army_pain5 =[ $pain5, army_pain6 ] {}; void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);}; void() army_painb1 =[ $painb1, army_painb2 ] {}; void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);}; void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);}; void() army_painb4 =[ $painb4, army_painb5 ] {}; void() army_painb5 =[ $painb5, army_painb6 ] {}; void() army_painb6 =[ $painb6, army_painb7 ] {}; void() army_painb7 =[ $painb7, army_painb8 ] {}; void() army_painb8 =[ $painb8, army_painb9 ] {}; void() army_painb9 =[ $painb9, army_painb10] {}; void() army_painb10=[ $painb10, army_painb11] {}; void() army_painb11=[ $painb11, army_painb12] {}; void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);}; void() army_painb13=[ $painb13, army_painb14] {}; void() army_painb14=[ $painb14, army_run1 ] {}; void() army_painc1 =[ $painc1, army_painc2 ] {}; void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);}; void() army_painc3 =[ $painc3, army_painc4 ] {}; void() army_painc4 =[ $painc4, army_painc5 ] {}; void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);}; void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);}; void() army_painc7 =[ $painc7, army_painc8 ] {}; void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);}; void() army_painc9 =[ $painc9, army_painc10] {ai_painforward(4);}; void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);}; void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);}; void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);}; void() army_painc13=[ $painc13, army_run1] {}; void(entity attacker, float damage) army_pain = { local float r; if (self.pain_finished > time) return; self.real_owner.StatusRefreshTime = time + 0.2; self.real_owner.StatusBarScreen = 3; r = random(); if ( r < 0.99 ) return; r = random(); if (r < 0.2) { self.pain_finished = time + 0.6; army_pain1 (); sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM); } else if (r < 0.6) { self.pain_finished = time + 1.1; army_painb1 (); sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); } else { self.pain_finished = time + 1.1; army_painc1 (); sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); } }; void() army_fire = { local vector dir; local entity en; ai_face(); sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM); // fire somewhat behind the player, so a dodging player is harder to hit en = self.enemy; dir = en.origin - en.velocity*0.1; dir = normalize (dir - self.origin); FireBullets (30 * self.has_tesla, dir, '0.1 0.1 0'); }; void() custom_grunt_die = { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowGib ("progs/h_guard.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); //- was gib1 ThrowGib ("progs/gib3.mdl", self.health); //- was gib1 if (self.real_owner.classname == "player") { sprint(self.real_owner,PRINT_HIGH,"Your soldier has been killed\n"); self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT); self.real_owner.demon_points = self.real_owner.demon_points + 2; self.real_owner.job_finished = time + 10; //Can't summon streams of demons } dremove(self); }; float () SoldierCheckAttack = { if (visible(self.enemy)) { self.attack_state = AS_MISSILE; return TRUE; } return FALSE; }; void (entity targ) GetRank = { if (targ.has_sensor == 1) targ.undercover_name = "Private Class III "; else if (targ.has_sensor == 2) targ.undercover_name = "Private Class II "; else if (targ.has_sensor == 3) targ.undercover_name = "Private Class I "; else if (targ.has_sensor == 4) targ.undercover_name = "Lance Corporal "; else if (targ.has_sensor == 5) targ.undercover_name = "Corporal "; else if (targ.has_sensor == 6) targ.undercover_name = "Sergeant "; else if (targ.has_sensor == 7) targ.undercover_name = "Staff Sergeant "; else if (targ.has_sensor == 8) targ.undercover_name = "Warrant Officer II "; else if (targ.has_sensor == 9) targ.undercover_name = "Warrant Officer I "; else if (targ.has_sensor == 10) targ.undercover_name = "Lieutenant Class II "; else if (targ.has_sensor == 11) targ.undercover_name = "Lieutenant Class I "; else if (targ.has_sensor == 12) targ.undercover_name = "Captain "; else if (targ.has_sensor == 13) targ.undercover_name = "Major "; else if (targ.has_sensor == 14) targ.undercover_name = "Colonel "; else if (targ.has_sensor == 15) targ.undercover_name = "Brigadier "; else if (targ.has_sensor == 16) targ.undercover_name = "General "; else if (targ.has_sensor == 17) targ.undercover_name = "Field Marshal "; else targ.undercover_name = "Error producer "; }; void() Grunty_Check_Frags = { if (self.frags >= self.has_sentry && self.has_sensor < 17) { self.has_tesla = 0.9 + 0.2; self.has_sensor = self.has_sensor + 1; self.has_sentry = self.has_sentry + 2; self.health = self.health + self.has_sensor * 25; self.max_health = self.max_health + self.has_sensor * 25; if (self.health > self.max_health) self.health = self.max_health; custom_demon_name(self); GetRank(self); sprint(self.real_owner, PRINT_HIGH, "Your soldier, "); sprint(self.real_owner, PRINT_HIGH, self.netname); sprint(self.real_owner, PRINT_HIGH, ", has reached the rank of "); sprint(self.real_owner, PRINT_HIGH, self.undercover_name); sprint(self.real_owner, PRINT_HIGH, "\n"); } };