prozac-qfcc/shambler.qc
Finny Merrill 8c2d5fdd12 1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.

2) Redid Give_Frags_Out

3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy

4) You can grapple builds again. This caused really odd bugs.

5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.

6) Teslas are now entirely inside their bounding box

7) Now check every frame for players startsolid and for outside of the map cube.

8) #define WALL_HURT to make it hurt when you hit a wall

9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying

10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
    demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
    gets extra grenade.

11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
    Doesn't directly damage sentries anymore, but does significant damage to dispensers.
    EMP someone who's setting a det and it blows up in their face.

12) Players now do radius damage from getting EMPed (again)

13) EMPs now go through walls (again)

14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100

15) You can only have 2 frag grens, 3 with bandolier now.

16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
    where their charge wasn't restored when you die is fixed now.

17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
    with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
    more time the closer it is to the EMP.

18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
    attacker loses 3 seconds of attack.

19) Judo missing now makes them unable to fire.

20) Shortened judo range (back to normal if w/ close combat)

21) Attempted to rework the railgun. Seems to be okay now.

Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00

898 lines
27 KiB
C++

#include "defs.qh"
void(float side) ShamFireball;
void() sham_fireballl1;
void() sham_fireballr1;
void() shambler_fire_touch;
void() shambler_fire_think;
float (entity targ, entity inflictor) CanDamage;
void() Napalm_touch;
/*
==============================================================================
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(2*(self.has_tesla));};
void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(2*(self.has_tesla));};
void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(2*(self.has_tesla));};
void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(self.has_tesla);};
void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(1.5*(self.has_tesla));};
void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(5*self.has_tesla);};
void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(2*(self.has_tesla));};
void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3*(self.has_tesla-4));};
void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(6*self.has_tesla);};
void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(3*self.has_tesla);};
void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(1.8*(self.has_tesla));};
void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(1.8*(self.has_tesla));
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
void() sham_run = {
sham_run1();
};
void() sham_run1 =[ $run1, sham_run2 ] {ai_run(5*self.has_tesla);};
void() sham_run2 =[ $run2, sham_run3 ] {ai_run(6*self.has_tesla);};
void() sham_run3 =[ $run3, sham_run4 ] {ai_run(5*self.has_tesla);};
void() sham_run4 =[ $run4, sham_run5 ] {ai_run(5*self.has_tesla);};
void() sham_run5 =[ $run5, sham_run6 ] {ai_run(6*self.has_tesla);};
void() sham_run6 =[ $run6, sham_run1 ] {ai_run(5*self.has_tesla);
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;
local float ldmg;
if (!self.enemy)
{
self.has_teleporter += 1;
return;
}
ai_charge(0);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 200)
{
self.has_teleporter += 1;
return;
}
if (!CanDamage (self.enemy, self))
{
self.has_teleporter += 1;
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);
self.has_teleporter -= 1;
};
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 float ldmg;
if (!self.enemy)
{
self.has_teleporter += 1;
return;
}
ai_charge(20 * (0.7 + self.has_tesla * 0.2)); //spd dbl
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 200)
{
self.has_teleporter += 1;
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);
}
self.has_teleporter -= 1;
};
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 = NIL;
// 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 (self.enemy && 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 = NIL;
// 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.enemy && random()<0.5))
self.think = sham_swingl1;
};
void() sham_melee =
{
local float chance;
chance = random();
self.has_sensor = 1;
if (chance > 0.8)
sham_smash1 ();
else if (chance > 0.4)
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 30') - 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_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING1);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
self.has_sentry += 1;
return;
}
if (!trace_ent.takedamage)
self.has_sentry += 1;
else
self.has_sentry -= 1;
//_------------------------------------_//
traceline (org, self.origin + dir*(3000 + self.has_tesla * 2), TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING1);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
ldmg = self.has_tesla * 2;
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, ldmg);
};
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 (self.has_tesla > 5)
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 (attacker.takedamage && self.has_tesla > 5 && attacker != self && !(IsMonsterNonArmy(attacker) && self.real_owner == attacker.real_owner))
{
if (self.enemy.classname != "player" || !Teammate(self.real_owner.team_no, self.enemy.team_no))
self.oldenemy = self.enemy;
if (attacker != self.enemy) {
self.enemy = attacker;
HuntTarget();
}
}
if (self.pain_finished > time)
return;
if (self.health <= 0)
return; // allready dying, don't go into pain frame
if (random()*self.has_tesla*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" && self.real_owner.demon_one == self)
{
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 = NIL;
}
// 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=NIL;
sham_death1();
};
float () CheckShamMelee =
{
local vector dist;
local float d;
if (self.has_teleporter < -2)
self.has_teleporter = -2;
if (self.has_teleporter > 2 && self.has_teleporter > (14 - 2*self.has_tesla))
{
self.has_teleporter -= 0.1;
return FALSE;
}
dist = self.enemy.origin - self.origin;
d = vlen(dist);
if (d < 150) //CH Check reach
{
return TRUE;
}
return FALSE;
};
float () CheckShamFireball =
{
local vector dist;
if (self.has_tesla <= 5)
{
return FALSE;
}
if (self.has_fieldgen < 0)
self.has_fieldgen *= 0.8;
if (self.has_fieldgen > 2 && (self.has_fieldgen > (14 - 2*self.has_tesla)))
{
self.has_fieldgen -= 0.1;
return FALSE;
}
dist = self.enemy.origin - self.origin;
if (random() < (0.4 - (dist_z / 1000)))
{
return FALSE;
}
return TRUE;
};
float () CheckShamLightning =
{
local vector dist;
local float d;
local float d2;
if (self.has_sentry < 0)
self.has_sentry *= 0.8;
if (self.has_sentry > 2 && self.has_sentry > (14 - 2*self.has_tesla))
{
self.has_sentry -= 0.1;
return FALSE;
}
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 > 6 && random() < 0.1)
return TRUE;
if (random() > self.has_tesla * (d2 / 300) * 0.07) //CH as not to fire all the time
return FALSE;
if (d2 < 1500 - self.has_tesla * 250 && d < 100)
return FALSE;
if (d2 > 2000 + self.has_tesla * 200) //Sham has lots of lightning range
return FALSE;
return TRUE;
};
float() CheckShamConvert =
{
if (self.has_tesla <= 6)
return FALSE;
if (!IsMonsterNonArmy(self.enemy))
return FALSE;
if (self.enemy.classname == "monster_shambler" && self.enemy.has_tesla > 6)
return FALSE;
if (Teammate(self.real_owner.team_no, self.enemy.real_owner.team_no))
return FALSE;
if (self.enemy.health > (self.enemy.max_health * 3 / 4))
return FALSE;
if (self.enemy.classname == "monster_shambler" && self.enemy.has_tesla > 5)
{
if (self.enemy.has_tesla > 6 || random() > 0.5)
return FALSE;
}
if (random() * 4000 < self.enemy.health)
return FALSE;
sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
sprint (self.enemy.real_owner, PRINT_HIGH, "Your demon bows before its master!\n");
self.enemy.martyr_enemy = self.enemy.real_owner;
self.enemy.real_owner = self.real_owner;
self.enemy.owner = self.real_owner;
self.enemy.is_malfunctioning = TRUE;
self.enemy.enemy = NIL;
self.enemy.think = self.enemy.th_walk;
self.enemy.nextthink = time + 1;
self.enemy.goalentity = self.enemy;
//self.enemy.invincible_finished = self.enemy.nextthink;
if (self.enemy.martyr_enemy.demon_one == self.enemy)
{
self.enemy.martyr_enemy.job -= (self.enemy.martyr_enemy.job & JOB_DEMON_OUT);
self.enemy.martyr_enemy.demon_one = NIL;
}
self.enemy = NIL;
if (self.movetarget)
self.think = self.th_walk;
else
self.think = self.th_stand;
};
float() ShamCheckAttack =
{
if (CheckShamConvert())
{
self.enemy = NIL;
return FALSE;
}
if (random() * 10 > self.has_tesla) //don't attack all the time, but do choose correctly if we're attacking.
return FALSE;
// if close enough for slashing, go for it
if (CheckShamMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckShamFireball ())
{
self.attack_state = AS_FIREBALL;
return TRUE;
}
if (CheckShamLightning ())
{
self.attack_state = AS_MISSILE;
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) {
if (!CheckShamMelee())
self.think = sham_fireballr1;
else
self.think = sham_swingr1;
}
};
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() < 0.4) {
if (!CheckShamMelee())
self.think = sham_fireballl1;
else
self.think = sham_swingl1;
}
};
void(float side) ShamFireball =
{
local vector org, dir;
local float mult;
ai_face ();
#ifdef SHAMBLER_DEBUG
sprint(self.real_owner, PRINT_HIGH, "Throwing fireballs at ");
sprint(self.real_owner, PRINT_HIGH, self.enemy.classname);
sprint(self.real_owner, PRINT_HIGH, "\n");
#endif
makevectors (self.angles); // was 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. GR - and actually outside the bounding box too!
org = self.origin + (v_forward * 40) + (v_right * 20);
else
org = self.origin + (v_forward * 40) - (v_right * 20);
org_z += 32;
#ifdef SHAMBLER_DEBUG
sprint(self.real_owner, PRINT_HIGH, "org is ");
sprint(self.real_owner, PRINT_HIGH, vtos(org));
#endif
// set missile speed
//CH demons are not good at throwing
//but shamblers are
//dir_z = 0 - dir_z; //Random Z addage
//dir_x = dir_x + (random() - 0.5)*0.20 / self.has_tesla; //Random X addage
//dir_y = dir_y + (random() - 0.5)*0.20 / self.has_tesla; //Random Y addage
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = self.angles;
newmis.avelocity = '200 200 200';
dir = normalize(self.enemy.origin - org);
mult = 1300 + self.has_tesla*50;
newmis.velocity = dir * mult;
newmis.touch = shambler_fire_touch;
newmis.weapon = DMSG_DEMON_FIRE;
newmis.classname = "demon_fire";
newmis.think = shambler_fire_think;
newmis.nextthink = time + 0.1;
newmis.heat = time + 10;
newmis.oldorigin = self.enemy.origin;
setmodel (newmis, "progs/lavaball.mdl");
// setsize (newmis, '-4 -8 -4', '4 8 4'); //CH actual mdl bounds GR well not that big
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
#ifdef SHAMBLER_DEBUG
sprint(self.real_owner, PRINT_HIGH, ", newmis.origin is ");
sprint(self.real_owner, PRINT_HIGH, vtos(newmis.origin));
sprint(self.real_owner, PRINT_HIGH, ".\n");
sprint(self.real_owner, PRINT_HIGH, "self.enemy.origin is ");
sprint(self.real_owner, PRINT_HIGH, vtos(self.enemy.origin));
sprint(self.real_owner, PRINT_HIGH, ".\n");
sprint(self.real_owner, PRINT_HIGH, "newmis.velocity is ");
sprint(self.real_owner, PRINT_HIGH, vtos(newmis.velocity));
sprint(self.real_owner, PRINT_HIGH, ", dir is ");
sprint(self.real_owner, PRINT_HIGH, vtos(dir));
sprint(self.real_owner, PRINT_HIGH, ".\n");
#endif
};
void() shambler_fire_think =
{
local float speed;
local vector dir;
if (self.heat < time) {
dremove(self);
return;
}
if (vlen(self.oldorigin - self.origin) < vlen(self.velocity) / 3) {
self.think = SUB_Remove;
self.nextthink = self.heat;
return;
}
speed = vlen(self.velocity);
dir = normalize(self.oldorigin - self.origin);
self.velocity = dir * speed;
self.nextthink = time + 0.1;
};
void() shambler_fire_touch =
{
local float fire_dmg;
local entity head;
fire_dmg = (30 * self.has_tesla) + (random() * 25);
#ifdef SHAMBLER_DEBUG
sprint(self.owner.real_owner, PRINT_HIGH, "fire_touch at ");
sprint(self.owner.real_owner, PRINT_HIGH, vtos(self.origin));
sprint(self.owner.real_owner, PRINT_HIGH, ".\n");
#endif
if (entpointcontents(self) == CONTENTS_SKY)
{
self.owner.has_fieldgen += 1;
dremove(self);
return;
}
deathmsg = self.weapon;
T_RadiusDamage (self, self.owner, fire_dmg, self.owner);
head = findradius(self.origin, 10*self.owner.has_tesla);
if (!head)
self.owner.has_fieldgen += 1;
while (head)
{
if (head.takedamage)
{
deathmsg = DMSG_FLAME;
if (head == self.owner)
self.owner.has_fieldgen += 2;
else if (head == self.owner.enemy) // even if it's a teammate
self.owner.has_fieldgen -= 1;
else if (Teammate(head.team_no, self.owner.team_no))
self.owner.has_fieldgen += 1;
else
self.owner.has_fieldgen -= 1;
// set 'em on fire
other = head; // i can't believe this works!
Napalm_touch();
Napalm_touch(); // set them on a lot of fire
if (other.classname == "player")
stuffcmd(other, "bf\nbf\n");
if (IsBuilding(other))
TF_T_Damage (head, self, self.owner, 35, TF_TD_NOTTEAM, TF_TD_FIRE);
}
head = head.chain;
}
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_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
dremove(self);
};