#include "defs.qh" #include "ai.qh" 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 }; 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 //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); 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'; else self.velocity = v_forward * 600 + '0 0 250'; if (self.has_sentry == TRUE) //CH if stuck jump, jump higher { 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 { // 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 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; }; 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 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); demon1_pain1 (); }; void() demon1_die1 =[ $death1, demon1_die2 ] { sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_MONSTERDIE);}; 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;}; 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); 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) { 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; setmodel (self, "progs/demon.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); 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 ============== */ float() CheckDemonMelee = { local vector dist; local float d; if (enemy_range == RANGE_MELEE) { 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; } } return FALSE; }; /* ============== 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; 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; if (d2 < 600) //Min X,Y distance away before throw fireball return FALSE; return TRUE; } else //Normal attack { if (random() > 0.9) //CH as not to fire all the time return FALSE; if (d2 < 200) //Min X,Y distance away before throw fireball return FALSE; if (d < 100) //Min Z distance away before throw fireball return FALSE; return TRUE; } }; /* ============== 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; if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + 0.25 * self.enemy.size_z) return FALSE; dist = self.enemy.origin - self.origin; dist_z = 0; d = vlen(dist); if (d < 100) return FALSE; if (d > 200) { if (random() < 0.95) //WK 0.9 Make it jump less often return FALSE; } return TRUE; }; float() DemonCheckAttack = { local vector vec; // if close enough for slashing, go for it if (CheckDemonMelee ()) { self.attack_state = AS_MELEE; return TRUE; } if (CheckDemonJump ()) { self.attack_state = AS_MISSILE; sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); return TRUE; } if (CheckDemonFireBall(0)) //Normal { self.attack_state = AS_FIREBALL; return TRUE; } if (CheckDemonFireBall(1)) //Ranged { self.attack_state = AS_FIREBALL; return TRUE; } return FALSE; }; //=========================================================================== 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); //WK ldmg = 10 + 5*random(); ldmg = 80 + 40*random(); if (self.enemy.tf_items & NIT_GEL) ldmg = ldmg / 2; if (self.enemy.cutf_items & CUTF_DEMONLORE) 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 float ldmg; 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 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; newmis.angles = vectoangles(dir); newmis.touch = demon_fire_touch; newmis.weapon = DMSG_DEMON_FIRE; 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; 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); multicast (self.origin, MULTICAST_PHS); dremove(self); }; void() Demon_Water_Jump = { traceline(self.origin,self.origin - '0 0 2',TRUE,self); if (trace_inwater == TRUE && jello) { ai_face(); self.touch = SUB_Null; self.think = demon1_jump4; self.has_tesla = TRUE; //Landed in water 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) { self.touch = SUB_Null; self.think = demon1_jump1; self.has_tesla = TRUE; //Landed in water 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) 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) { // 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 = SUB_Null; 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; } return; // not on ground yet } self.has_sentry = 0; //Cancel if this far self.touch = SUB_Null; 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; setmodel (self, "progs/demon.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.health = 300; self.oldorigin = self.origin; self.target = string_null; 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 = { if (self.real_owner.classname == "player") { 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); self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so self.real_owner.demon_one = world; } if (self.health < -38) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_MONSTERDIE); 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=SUB_Null; demon1_die1 (); };