mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-23 20:52:29 +00:00
55500b87d6
what quakeworld uses anyway - when changing a player's team with the admin commands, change the player's color, not the admin's color :)
735 lines
20 KiB
C++
735 lines
20 KiB
C++
#include "defs.qh"
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#include "ai.qh"
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void (float points) custom_demon_create;
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void () custom_demon_precache;
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void () custom_grunt_die;
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void () custom_shambler_die;
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//Extern
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/*void () army_stand1;
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void () army_walk1;
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void () army_run1;
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void () army_atk1;*/
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//void (entity attacker, float damage) army_pain;
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void () sham_stand1;
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void () sham_walk1;
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void () sham_run1;
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void () sham_melee;
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void () sham_magic1;
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//void () sham_fireball;
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void (entity attacker, float damage) sham_pain;
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float(entity obj, entity builder) CheckArea; //For demon summons
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// -- OfN --
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void(float tno, entity ignore) teamprefixsprint;
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/*
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==============================================================================
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DEMON
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==============================================================================
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*/
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$cd /raid/quake/id1/models/demon3
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$scale 0.8
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame stand10 stand11 stand12 stand13
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
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$frame run1 run2 run3 run4 run5 run6
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$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
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$frame leap11 leap12
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
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$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
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$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
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//============================================================================
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void() Demon_Water_Jump;
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void() Demon_JumpTouch;
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void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};//Demon_Water_Jump();};
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void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
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void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
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void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
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void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
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void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
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void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
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void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
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void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
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void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
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void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
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void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
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void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
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//WK Speeds doubled
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#define DEMON_WALKFACTOR 1.25
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void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
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Demon_Water_Jump();
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
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ai_walk(8*DEMON_WALKFACTOR); //8
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};
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void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
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void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
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void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7*DEMON_WALKFACTOR);}; //7
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void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4*DEMON_WALKFACTOR);}; //4
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void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6*DEMON_WALKFACTOR);}; //6
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void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10*DEMON_WALKFACTOR);}; //10
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void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10*DEMON_WALKFACTOR);}; //10
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//WK Speeds doubled
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void() demon1_run1 =[ $run1, demon1_run2 ] {
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//Demon_Water_Jump();
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
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ai_run(20);};
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void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
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void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
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void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
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void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
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void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
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void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();};
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void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
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void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
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void() demon1_jump4 =[ $leap4, demon1_jump5 ]
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{
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ai_face();
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self.touch = Demon_JumpTouch;
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makevectors (self.angles);
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self.origin_z = self.origin_z + 1;
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if (self.tfstate & TFSTATE_TRANQUILISED) //Cant jump as far
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self.velocity = v_forward * (600 * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)) + '0 0 250';
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else
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self.velocity = v_forward * 600 + '0 0 250';
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if (self.has_sentry == TRUE) //CH if stuck jump, jump higher
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{
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self.velocity_z = self.velocity_z + 200;
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self.has_sentry = 0;
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}
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if (self.has_tesla == TRUE) //CH why tesla?? I like teslas and its a float
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{
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// sprint(self.real_owner,PRINT_HIGH,"Demon Jello Jump!\n");
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// sound (self, CHAN_VOICE, "misc/vapeur2.wav", 1, ATTN_NONE);
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if (jello == TRUE) //Binary on/off
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self.velocity_z = self.velocity_z + 1000;
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else
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self.velocity_z = self.velocity_z + jello;
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self.has_tesla = 0;
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}
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if (self.flags & FL_ONGROUND)
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self.flags = self.flags - FL_ONGROUND;
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};
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void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
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void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
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void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
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void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
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void() demon1_jump9 =[ $leap9, demon1_jump10 ] {self.has_teleporter = 0;};
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//CH rather then a 3 sec wait. bust up into 5 better jello effect
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void() demon1_jump10 =[ $leap10, demon1_jump13 ] {
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Demon_Water_Jump();
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//CH just in case have a loop catcher
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self.has_teleporter = self.has_teleporter + 1;
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if (self.has_teleporter > 40 || self.velocity == '0 0 0') {
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self.has_sentry = TRUE; //CH Stuck Jump
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self.think = demon1_jump1;
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}
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self.nextthink = time + 0.1;
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};
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void() demon1_jump13 =[ $leap10, demon1_jump10 ] {
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Demon_Water_Jump();
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self.nextthink = time + 0.02;
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};
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void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
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void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
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//WK Speeds doubled
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void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(8);};
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void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
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void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
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void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(2);};
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void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(4); Demon_Melee(200);};
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void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(2);};
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void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(12);};
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void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(16);};
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void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(8);};
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void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(4);};
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void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
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void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(10);};
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void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(16);};
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void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(8);};
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void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(8);};
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void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
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void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
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void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
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void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
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void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
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void() demon1_pain6 =[ $pain6, demon1_run1 ] {}; // was 1
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//CH animation frame for demon throwing fire balls
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void() demon1_fire1;
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void(float side) Demon_Shoot_Fire;
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void() demon1_fire1 =[ $attacka1, demon1_fire2 ] {ai_charge(16);};
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void() demon1_fire2 =[ $attacka2, demon1_fire3 ] {ai_charge(8);};
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void() demon1_fire3 =[ $attacka3, demon1_fire4 ] {ai_charge(2);};
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void() demon1_fire4 =[ $attacka4, demon1_fire5 ] {ai_charge(4);};
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void() demon1_fire5 =[ $attacka5, demon1_fire6 ] {ai_charge(8);};
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void() demon1_fire6 =[ $attacka6, demon1_fire7 ] {ai_charge(4); Demon_Shoot_Fire(-1);};
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void() demon1_fire7 =[ $attacka7, demon1_fire8 ] {ai_charge(24);};
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void() demon1_fire8 =[ $attacka8, demon1_fire9 ] {ai_charge(32);};
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void() demon1_fire9 =[ $attacka9, demon1_fire10 ] {ai_charge(16);};
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void() demon1_fire10 =[ $attacka10, demon1_fire11 ] {ai_charge(8);};
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void() demon1_fire11 =[ $attacka11, demon1_fire12 ] {ai_charge(4); Demon_Shoot_Fire(1);};
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void() demon1_fire12 =[ $attacka12, demon1_fire13 ] {ai_charge(20);};
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void() demon1_fire13 =[ $attacka13, demon1_fire14 ] {ai_charge(32);};
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void() demon1_fire14 =[ $attacka14, demon1_fire15 ] {ai_charge(16);};
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void() demon1_fire15 =[ $attacka15, demon1_run1 ] {ai_charge(16);};
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void(entity attacker, float damage) demon1_pain =
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{
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//self.real_owner.StatusRefreshTime = time + 0.2;
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//self.real_owner.StatusBarScreen = 3;
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if (self.touch == Demon_JumpTouch)
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return;
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if (self.pain_finished > time)
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return;
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// if (self.health <= 0)
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// return;
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//CH because its on the sbar :)
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if (random()*80 > damage)
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return; // didn't flinch
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self.pain_finished = time + 0.8 + random() * 0.8;
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sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
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demon1_pain1 ();
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};
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void() demon1_die1 =[ $death1, demon1_die2 ] {
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sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_MONSTERDIE);};
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void() demon1_die2 =[ $death2, demon1_die3 ] {};
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void() demon1_die3 =[ $death3, demon1_die4 ] {};
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void() demon1_die4 =[ $death4, demon1_die5 ] {};
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void() demon1_die5 =[ $death5, demon1_die6 ] {};
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void() demon1_die6 =[ $death6, demon1_die7 ]
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{self.solid = SOLID_NOT;};
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void() demon1_die7 =[ $death7, demon1_die8 ] {};
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void() demon1_die8 =[ $death8, demon1_die9 ] {};
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void() demon1_die9 =[ $death9, demon1_die9 ]
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{
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self.nextthink = time + 40 + 40*random();
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self.think = SUB_Remove;
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};
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//void() monster_demon_respawn;
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/*void() demon_die =
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{
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self.oldorigin = self.origin;
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// check for gib
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if (self.health < -80)
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{
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sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
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ThrowGib ("progs/h_demon.mdl", self.health);
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ThrowGib ("progs/gib1.mdl", self.health);
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ThrowGib ("progs/gib2.mdl", self.health);
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ThrowGib ("progs/gib3.mdl", self.health);
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self.lives = self.lives - 1;
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monster_demon_respawn();
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return;
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}
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// regular death
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demon1_die1 ();
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//monster_demon_respawn();
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};*/
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void() Demon_MeleeAttack =
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{
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demon1_atta1 ();
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};
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/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
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*/
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/* UNUSED - OfN -
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void() monster_demon1 =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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if (deathmatch)
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{
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dremove(self);
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return;
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}
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precache_model ("progs/demon.mdl");
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precache_model ("progs/h_demon.mdl");
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precache_sound ("demon/ddeath.wav");
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precache_sound ("demon/dhit2.wav");
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precache_sound ("demon/djump.wav");
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precache_sound ("demon/dpain1.wav");
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precache_sound ("demon/idle1.wav");
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precache_sound ("demon/sight2.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/demon.mdl");
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = 300;
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self.has_tesla = 0; //CH Jello jump
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self.has_sentry = 0; //CH stuck jump
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self.has_camera = 0; //CH set name as 'demon'
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self.th_stand = demon1_stand1;
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self.th_walk = demon1_walk1;
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self.th_run = demon1_run1;
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self.th_die = demon_die;
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self.th_melee = Demon_MeleeAttack; // one of two attacks
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self.th_missile = demon1_jump1; // jump attack
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self.th_pain = demon1_pain;
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self.th_fireball = demon1_fire1; //CH
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walkmonster_start();
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};*/
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/*
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==============================================================================
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DEMON
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==============================================================================
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*/
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/*
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==============
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CheckDemonMelee
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Returns TRUE if a melee attack would hit right now
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==============
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*/
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float() CheckDemonMelee =
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{
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local vector dist;
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local float d;
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if (enemy_range == RANGE_MELEE)
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{
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dist = self.enemy.origin - self.origin;
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dist_x = dist_y = 0; //CH only need z
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d = vlen(dist);
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if (d < 100) //CH Check reach
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{
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self.attack_state = AS_MELEE;
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return TRUE;
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}
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}
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return FALSE;
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};
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/*
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==============
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CheckDemonFireBall
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==============
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inp = 0 normal check
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inp = 1 check for long range
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*/
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float(float inp) CheckDemonFireBall =
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{
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local vector dist;
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local float d;
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local float d2;
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if (!visible2(self.enemy, self)) //If can see
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return FALSE;
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dist = self.enemy.origin - self.origin;
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dist_z = 0; //CH only need x,y
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d2 = vlen(dist);
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dist = self.enemy.origin - self.origin;
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dist_x = dist_y = 0; //CH only need z
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d = vlen(dist);
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if (inp == 1) //Range attack
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{
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if (random() < 0.9) //CH as not to fire all the time
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return FALSE;
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if (d2 < 600) //Min X,Y distance away before throw fireball
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return FALSE;
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return TRUE;
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}
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else //Normal attack
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{
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if (random() > 0.9) //CH as not to fire all the time
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return FALSE;
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if (d2 < 200) //Min X,Y distance away before throw fireball
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return FALSE;
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if (d < 100) //Min Z distance away before throw fireball
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return FALSE;
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return TRUE;
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}
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};
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/*
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==============
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CheckDemonJump
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==============
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*/
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float() CheckDemonJump =
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{
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local vector dist;
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local float d;
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if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
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+ 0.75 * self.enemy.size_z)
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return FALSE;
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if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
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+ 0.25 * self.enemy.size_z)
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return FALSE;
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dist = self.enemy.origin - self.origin;
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dist_z = 0;
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d = vlen(dist);
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if (d < 100)
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return FALSE;
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if (d > 200)
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{
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if (random() < 0.95) //WK 0.9 Make it jump less often
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return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
float() DemonCheckAttack =
|
|
{
|
|
// 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 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) == CONTENTS_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_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);
|
|
};
|
|
|
|
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 = "";
|
|
|
|
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 ();
|
|
};
|
|
|