prozac-qfcc/shambler.qc
Finny Merrill 568c4e78f7 So THAT's why they use real_owner instead of owner!
This hopefully fixes shambler-goes-nonsolid bug.
2003-12-09 03:32:22 +00:00

897 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.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 &= ~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);
};