828 lines
20 KiB
C++
828 lines
20 KiB
C++
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/*
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* $Header: /H3/game/hcode/warhorse.hc 38 9/04/97 5:06p Mgummelt $
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*/
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/*
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==============================================================================
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Q:\art\models\monsters\RdrWar\Horse\Final\warhorse.hc
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\monsters\RdrWar\Horse\Final
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$origin 0 0 0
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$base base skin
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$skin skin
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$flags 0
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// Horse frames
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$frame HaxeD1 HaxeD2 HaxeD3 HaxeD4 HaxeD5
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$frame HaxeD6 HaxeD7 HaxeD8 HaxeD9 HaxeD10
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$frame HaxeD11 HaxeD12 HaxeD13 HaxeD14 HaxeD15
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//
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$frame HgallA1 HgallA2 HgallA3 HgallA4 HgallA5
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$frame HgallA6 HgallA7 HgallA8 HgallA9 HgallA10
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$frame HgallA11 HgallA12
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//
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$frame HgallB1 HgallB2 HgallB3 HgallB4 HgallB5
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$frame HgallB6 HgallB7 HgallB8 HgallB9 HgallB10
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$frame HgallB11 HgallB12 HgallB13 HgallB14 HgallB15
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$frame HgallB16
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//
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$frame HgallC1 HgallC2 HgallC3 HgallC4 HgallC5
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$frame HgallC6 HgallC7 HgallC8 HgallC9 HgallC10
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$frame HgallC11 HgallC12 HgallC13 HgallC14 HgallC15
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$frame HgallC16 HgallC17 HgallC18 HgallC19 HgallC20
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//
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$frame Hrear1 Hrear2 Hrear3 Hrear4 Hrear5
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$frame Hrear6 Hrear7 Hrear8 Hrear9 Hrear10
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$frame Hrear11 Hrear12 Hrear13 Hrear14 Hrear15
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$frame Hrear16 Hrear17 Hrear18 Hrear19 Hrear20
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$frame Hrear21 Hrear22 Hrear23 Hrear24 Hrear25
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$frame Hrear26 Hrear27 Hrear28 Hrear29 Hrear30
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$frame Hrear31 Hrear32 Hrear33 Hrear34 Hrear35
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$frame Hrear36 Hrear37 Hrear38 Hrear39 Hrear40
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//
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$frame HtranA1 HtranA2 HtranA3 HtranA4 HtranA5
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$frame HtranA6 HtranA7 HtranA8 HtranA9 HtranA10
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$frame HtranA11 HtranA12 HtranA13 HtranA14 HtranA15
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$frame HtranA16
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//
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$frame HtranB1 HtranB2 HtranB3 HtranB4 HtranB5
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$frame HtranB6 HtranB7 HtranB8 HtranB9 HtranB10
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$frame HtranB11 HtranB12
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$framevalue 0
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// Rider Frames
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$frame RaxeA1 RaxeA2 RaxeA3 RaxeA4 RaxeA5
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$frame RaxeA6 RaxeA7 RaxeA8 RaxeA9 RaxeA10
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$frame RaxeA11 RaxeA12
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//
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$frame RaxeB1 RaxeB2 RaxeB3 RaxeB4 RaxeB5
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$frame RaxeB6 RaxeB7 RaxeB8 RaxeB9 RaxeB10
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$frame RaxeB11 RaxeB12 RaxeB13 RaxeB14 RaxeB15
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$frame RaxeB16
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//
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$frame RaxeC1 RaxeC2 RaxeC3 RaxeC4 RaxeC5
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$frame RaxeC6 RaxeC7 RaxeC8 RaxeC9 RaxeC10
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$frame RaxeC11 RaxeC12 RaxeC13 RaxeC14 RaxeC15
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$frame RaxeC16 RaxeC17 RaxeC18 RaxeC19 RaxeC20
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//
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$frame RaxeD1 RaxeD2 RaxeD3 RaxeD4 RaxeD5
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$frame RaxeD6 RaxeD7 RaxeD8 RaxeD9 RaxeD10
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$frame RaxeD11 RaxeD12 RaxeD13 RaxeD14 RaxeD15
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//
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$frame RgallA1 RgallA2 RgallA3 RgallA4 RgallA5
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$frame RgallA6 RgallA7 RgallA8 RgallA9 RgallA10
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$frame RgallA11 RgallA12
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//
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$frame RgallB1 RgallB2 RgallB3 RgallB4 RgallB5
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$frame RgallB6 RgallB7 RgallB8 RgallB9 RgallB10
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$frame RgallB11 RgallB12 RgallB13 RgallB14 RgallB15
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$frame RgallB16
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//
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$frame RgallC1 RgallC2 RgallC3 RgallC4 RgallC5
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$frame RgallC6 RgallC7 RgallC8 RgallC9 RgallC10
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$frame RgallC11 RgallC12 RgallC13 RgallC14 RgallC15
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$frame RgallC16 RgallC17 RgallC18 RgallC19 RgallC20
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//
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$frame Rrear1 Rrear2 Rrear3 Rrear4 Rrear5
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$frame Rrear6 Rrear7 Rrear8 Rrear9 Rrear10
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$frame Rrear11 Rrear12 Rrear13 Rrear14 Rrear15
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$frame Rrear16 Rrear17 Rrear18 Rrear19 Rrear20
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$frame Rrear21 Rrear22 Rrear23 Rrear24 Rrear25
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$frame Rrear26 Rrear27 Rrear28 Rrear29 Rrear30
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$frame Rrear31 Rrear32 Rrear33 Rrear34 Rrear35
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$frame Rrear36 Rrear37 Rrear38 Rrear39 Rrear40
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//
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$frame RtranA1 RtranA2 RtranA3 RtranA4 RtranA5
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$frame RtranA6 RtranA7 RtranA8 RtranA9 RtranA10
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$frame RtranA11 RtranA12 RtranA13 RtranA14 RtranA15
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$frame RtranA16
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//
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$frame RtranB1 RtranB2 RtranB3 RtranB4 RtranB5
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$frame RtranB6 RtranB7 RtranB8 RtranB9 RtranB10
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$frame RtranB11 RtranB12
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void death_missile_2(float dir);
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float war_start[3] =
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{
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$HgallA1,
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$HgallB1,
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$HgallC1
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};
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float war_end[3] =
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{
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$HgallA12,
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$HgallB16,
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$HgallC20
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};
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float war_speed[3] =
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{
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12,
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10,
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6
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};
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// Array to align frames
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float WarRiderFrames[23] =
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{
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$RgallA1, // Animation for fast gallop
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$RgallB1, // Animation for medium gallop
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$RgallC1, // Animation for slow gallop
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$RtranA1, // Animation for start of rear
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$Rrear1, // Animation for rear
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$RtranB1, // Animation for end of rear
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$RaxeA1, // Animation for attack #1
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$RaxeA8, // Attack Frame 1
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$RaxeA9, // Attack Frame 2
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$Rrear39, // Attack Frame 1
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$RaxeD1, // Standing / Attack
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$RaxeD9, // Attack Frame 1
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$RaxeD10, // Attack Frame 2
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$RaxeD13, // Attack Frame 3
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$RaxeB1, // Animation for attack #2
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$RaxeB10, // Attack Frame 1
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$RaxeB12, // Attack Frame 2
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$RaxeB13, // Attack Frame 3
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$RaxeC1, // Animation for attack #3
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$RaxeC12, // Attack Frame 1
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$RaxeC13, // Attack Frame 2
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$RaxeC14, // Attack Frame 3
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$RaxeC15 // Attack Frame 4
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};
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float WH_STAGE_NORMAL = 0;
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float WH_STAGE_BEGIN_REAR = 1;
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float WH_STAGE_MIDDLE_REAR = 2;
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float WH_STAGE_END_REAR = 3;
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float WH_STAGE_ATTACK = 4;
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float WH_STAGE_STANDING = 5;
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// Frame Code
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void waraxe_touch(void)
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{
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if (other.health)
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{
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if(other.thingtype==THINGTYPE_FLESH)
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{
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sound(other,CHAN_AUTO,"weapons/slash.wav",1,ATTN_NORM);
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MeatChunks (self.origin,randomv('-100 -100 100','100 100 300'), 2,other);
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}
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if(other.health<self.dmg&&other.classname=="player")
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other.decap=TRUE;
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// hp_save=other.health;
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T_Damage (other, self, self, self.dmg);
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if(self.skin==1)
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MultiExplode();
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// hp_save=hp_save-other.health;
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// if(hp_save>0)
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// warhorse_gain(hp_save);//He gets your health?
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}
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remove(self);
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}
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void waraxe_move(void)
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{
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vector vec;
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// vector v2,v3;
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// float neg_offset;
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thinktime self : 0.1;
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if (!self.owner.flags2 & FL_ALIVE)
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{
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self.velocity_z -= 20;
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return;
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}
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if (self.lifetime < time)
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{
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self.velocity_z -= 20;
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return;
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}
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if (self.enemy.health > 0)
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{
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HomeThink();
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vec = vectoangles(self.velocity);
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if (self.waraxe_horizontal)
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{
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self.angles_y = vec_y + 40;
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self.angles_x = vec_x + self.cnt;
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}
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else
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{
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self.angles_y = vec_y + self.cnt;
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}
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}
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}
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void waraxe(entity new_target, vector offset, float horizontal)
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{
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entity axe;
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vector vec;
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if(horizontal&&random()<0.3+skill/10)
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return;
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axe = spawn();
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axe.movetype = MOVETYPE_FLYMISSILE;
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axe.solid = SOLID_BBOX;
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setmodel (axe, "models/boss/waraxe.mdl");
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axe.skin = 0;
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setsize (axe, '0 0 0', '0 0 0');
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axe.lockentity = axe.enemy = new_target;
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axe.owner = self;
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makevectors(self.angles);
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setorigin (axe, self.origin + offset_x*v_right + offset_y*v_forward + offset_z*v_up);
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sound(axe,CHAN_WEAPON,"war/fire.wav",1,ATTN_NORM);
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axe.waraxe_horizontal = horizontal;
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axe.th_die=SUB_Remove;
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vec = offset_x*v_right + offset_y*v_forward;
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vec = normalize(vec);
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axe.speed=random(500,600);
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axe.velocity = vec*axe.speed;
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axe.angles = vectoangles(axe.velocity);
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if (axe.waraxe_horizontal)
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{
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axe.angles_y += 40;
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if (random() < 0.5)
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axe.cnt = random(65,80);
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else
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axe.cnt = random(100,115);
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axe.angles_x += axe.cnt;
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axe.avelocity = '0 0 800';
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axe.turn_time=2; //Lower the number, tighter the turn
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axe.skin = 0;
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axe.dmg=random(20,30);
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}
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else
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{
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axe.angles_x = random(-10,10);
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if (random() < 0.5)
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axe.cnt = random(70,80);
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else
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axe.cnt = random(100,110);
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axe.angles_y += axe.cnt;
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axe.angles_z = -90;
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axe.avelocity = '0 0 800';
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axe.turn_time=1; //Lower the number, tighter the turn
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// 0.5 - 1
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axe.skin = 1;
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axe.dmg=random(60,80);
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}
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axe.drawflags = MLS_ABSLIGHT;
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axe.abslight = 0.5;
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axe.think = waraxe_move;
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axe.touch = waraxe_touch;
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thinktime axe : HX_FRAME_TIME;
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axe.lifetime = time + 5;
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}
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void war_pain ()
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{
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if(self.pain_finished>time)
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return;
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sound(self,CHAN_VOICE,"war/laugh_sm.wav",1,ATTN_NONE);
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self.pain_finished=time + 5;
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}
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void create_warrider(entity horse)
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{
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entity rider;
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rider = spawn();
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rider.solid = SOLID_NOT;
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rider.movetype = MOVETYPE_NOCLIP;
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rider.origin = horse.origin;
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rider.angles = self.angles;
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setmodel (rider, "models/boss/warrider.mdl");
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setsize(rider,'0 0 0','0 0 0');
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rider.skin = 0;
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horse.movechain = rider;
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rider.flags (+) FL_MOVECHAIN_ANGLE;
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}
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void warhorse_move(void);
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void warhorse_rear(void)
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{
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float retval;
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thinktime self : HX_FRAME_TIME;
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if (self.monster_stage == WH_STAGE_BEGIN_REAR)
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{
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self.speed = self.speed / 1.2;
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riderpath_move(self.speed);
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retval = AdvanceFrame($HtranA1,$HtranA16);
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if(self.frame==$HtranA8)
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sound(self,CHAN_ITEM,"war/whinbig.wav",1,ATTN_NORM);
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if (retval == AF_END)
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{
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sound(self,CHAN_VOICE,"war/fire_big.wav",1,ATTN_NORM);
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self.monster_stage = WH_STAGE_MIDDLE_REAR;
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}
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self.movechain.frame = WarRiderFrames[3] + (self.frame - $HtranA1);
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}
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else if (self.monster_stage == WH_STAGE_MIDDLE_REAR)
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{
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retval = AdvanceFrame($Hrear1,$Hrear40);
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if (retval == AF_END)
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{
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if (self.enemy != world && random() < 0.7)
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self.monster_stage = WH_STAGE_STANDING;
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else
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self.monster_stage = WH_STAGE_END_REAR;
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}
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self.movechain.frame = WarRiderFrames[4] + (self.frame - $Hrear1);
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if (self.movechain.frame == WarRiderFrames[9])
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{
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if (!self.enemy)
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LocateTarget();
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if (self.enemy)
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waraxe(self.enemy,'1 2 70',0);
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}
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}
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else if (self.monster_stage == WH_STAGE_STANDING)
|
||
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{
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retval = AdvanceFrame($HaxeD1,$HaxeD15);
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if (retval == AF_END)
|
||
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{
|
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if (random() < 0.5)
|
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self.monster_stage = WH_STAGE_END_REAR;
|
||
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}
|
||
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|
||
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self.movechain.frame = WarRiderFrames[10] + (self.frame - $HaxeD1);
|
||
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|
||
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if (!self.enemy)
|
||
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LocateTarget();
|
||
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|
||
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if (self.enemy)
|
||
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{
|
||
|
if (self.movechain.frame == WarRiderFrames[11])
|
||
|
waraxe(self.enemy,'3 3 82',1);
|
||
|
else if (self.movechain.frame == WarRiderFrames[12])
|
||
|
waraxe(self.enemy,'-3 3 70',1);
|
||
|
else if (self.movechain.frame == WarRiderFrames[13])
|
||
|
waraxe(self.enemy,'-1 3 75',1);
|
||
|
}
|
||
|
}
|
||
|
else if (self.monster_stage == WH_STAGE_END_REAR)
|
||
|
{
|
||
|
retval = AdvanceFrame($HtranB1,$HtranB12);
|
||
|
if (self.frame == $HtranB4)
|
||
|
sound (self, CHAN_BODY, "boss/wartrot3.wav", 1, ATTN_NORM);
|
||
|
|
||
|
if (retval == AF_END)
|
||
|
{
|
||
|
self.think = warhorse_move;
|
||
|
self.monster_stage = WH_STAGE_NORMAL;
|
||
|
self.speed = war_speed[self.rider_gallop_mode];
|
||
|
}
|
||
|
else
|
||
|
self.speed = self.speed * 1.3;
|
||
|
|
||
|
riderpath_move(self.speed);
|
||
|
|
||
|
self.movechain.frame = WarRiderFrames[5] + (self.frame - $HtranB1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void warhorse_move(void)
|
||
|
{
|
||
|
float retval;
|
||
|
|
||
|
if(!self.enemy.flags2&FL_ALIVE&&self.enemy!=world)
|
||
|
{
|
||
|
self.enemy=world;
|
||
|
sound(self,CHAN_VOICE,"war/laugh.wav",1,ATTN_NONE);
|
||
|
}
|
||
|
|
||
|
self.think = warhorse_move;
|
||
|
thinktime self : HX_FRAME_TIME;
|
||
|
|
||
|
self.movechain.angles_x = self.angles_x = 0;
|
||
|
self.movechain.angles_z = self.angles_z = 0;
|
||
|
|
||
|
retval = AdvanceFrame(war_start[self.rider_gallop_mode],war_end[self.rider_gallop_mode]);
|
||
|
|
||
|
if (!self.path_current)
|
||
|
{
|
||
|
riderpath_init();
|
||
|
}
|
||
|
|
||
|
if(random(100)==1)
|
||
|
sound(self,CHAN_ITEM,"war/whinny.wav",1,ATTN_NORM);
|
||
|
|
||
|
riderpath_move(self.speed);
|
||
|
if (retval == AF_BEGINNING)
|
||
|
{
|
||
|
retval = fabs(self.rider_y_change);
|
||
|
if (retval >= 15)
|
||
|
{
|
||
|
if (self.rider_gallop_mode >= 1)
|
||
|
self.rider_gallop_mode = 2;
|
||
|
else
|
||
|
self.rider_gallop_mode = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (self.rider_gallop_mode <= 1)
|
||
|
self.rider_gallop_mode = 0;
|
||
|
else
|
||
|
self.rider_gallop_mode = 1;
|
||
|
}
|
||
|
|
||
|
// Force a new gallop frame in
|
||
|
self.frame = war_start[self.rider_gallop_mode];
|
||
|
|
||
|
if (retval < 1 && random() < 0.1)
|
||
|
{
|
||
|
self.think = warhorse_rear;
|
||
|
self.monster_stage = WH_STAGE_BEGIN_REAR;
|
||
|
}
|
||
|
else if (self.rider_gallop_mode == 0)
|
||
|
{
|
||
|
if (!self.enemy)
|
||
|
LocateTarget();
|
||
|
|
||
|
if (self.enemy)
|
||
|
{
|
||
|
self.monster_stage = WH_STAGE_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
else if (self.rider_gallop_mode == 1)
|
||
|
{
|
||
|
if (!self.enemy)
|
||
|
LocateTarget();
|
||
|
|
||
|
if (self.enemy)
|
||
|
{
|
||
|
self.monster_stage = WH_STAGE_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
else if (self.rider_gallop_mode == 2)
|
||
|
{
|
||
|
if (!self.enemy)
|
||
|
LocateTarget();
|
||
|
|
||
|
if (self.enemy)
|
||
|
{
|
||
|
self.monster_stage = WH_STAGE_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self.monster_stage != WH_STAGE_BEGIN_REAR)
|
||
|
{
|
||
|
if (self.rider_gallop_mode == 0)
|
||
|
sound (self, CHAN_BODY, "boss/wartrot1.wav", 1, ATTN_NORM);
|
||
|
else if (self.rider_gallop_mode == 0)
|
||
|
sound (self, CHAN_BODY, "boss/wartrot2.wav", 1, ATTN_NORM);
|
||
|
else
|
||
|
sound (self, CHAN_BODY, "boss/wartrot3.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self.monster_stage == WH_STAGE_ATTACK)
|
||
|
{
|
||
|
if (self.rider_gallop_mode == 0)
|
||
|
{
|
||
|
self.movechain.frame = WarRiderFrames[6] +
|
||
|
(self.frame - war_start[self.rider_gallop_mode]);
|
||
|
if (self.movechain.frame == WarRiderFrames[7])
|
||
|
waraxe(self.enemy,'3 3 82',1);
|
||
|
else if (self.movechain.frame == WarRiderFrames[8])
|
||
|
{
|
||
|
waraxe(self.enemy,'-3 3 70',1);
|
||
|
//waraxe(self.enemy,'0 3 70',1);
|
||
|
}
|
||
|
}
|
||
|
else if (self.rider_gallop_mode == 1)
|
||
|
{
|
||
|
self.movechain.frame = WarRiderFrames[14] +
|
||
|
(self.frame - war_start[self.rider_gallop_mode]);
|
||
|
if (self.movechain.frame == WarRiderFrames[15])
|
||
|
waraxe(self.enemy,'3 3 82',1);
|
||
|
else if (self.movechain.frame == WarRiderFrames[16])
|
||
|
{
|
||
|
waraxe(self.enemy,'-3 3 70',1);
|
||
|
}
|
||
|
else if (self.movechain.frame == WarRiderFrames[17])
|
||
|
{
|
||
|
waraxe(self.enemy,'0 3 70',1);
|
||
|
}
|
||
|
}
|
||
|
else if (self.rider_gallop_mode == 2)
|
||
|
{
|
||
|
self.movechain.frame = WarRiderFrames[18] +
|
||
|
(self.frame - war_start[self.rider_gallop_mode]);
|
||
|
if (self.movechain.frame == WarRiderFrames[19])
|
||
|
waraxe(self.enemy,'3 3 82',1);
|
||
|
else if (self.movechain.frame == WarRiderFrames[20])
|
||
|
{
|
||
|
waraxe(self.enemy,'2 3 78',1);
|
||
|
}
|
||
|
else if (self.movechain.frame == WarRiderFrames[21])
|
||
|
{
|
||
|
waraxe(self.enemy,'0 3 74',1);
|
||
|
}
|
||
|
else if (self.movechain.frame == WarRiderFrames[22])
|
||
|
{
|
||
|
waraxe(self.enemy,'-3 3 70',1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.movechain.frame = WarRiderFrames[self.rider_gallop_mode] +
|
||
|
(self.frame - war_start[self.rider_gallop_mode]);
|
||
|
}
|
||
|
|
||
|
// make sure we use the last attack frame before we go out of the mode
|
||
|
if (retval == AF_END)
|
||
|
{
|
||
|
self.monster_stage = WH_STAGE_NORMAL;
|
||
|
}
|
||
|
|
||
|
if (fabs(war_speed[self.rider_gallop_mode] - self.speed) < 0.2)
|
||
|
self.speed = war_speed[self.rider_gallop_mode];
|
||
|
else if (war_speed[self.rider_gallop_mode] > self.speed)
|
||
|
self.speed += 0.2;
|
||
|
else
|
||
|
self.speed -= 0.2;
|
||
|
}
|
||
|
|
||
|
void war_wait()
|
||
|
{
|
||
|
self.think = warhorse_move;
|
||
|
thinktime self : 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED rider_war (1 0 0) (-50 -50 -24) (50 50 100) TRIGGER_WAIT
|
||
|
War rider monster. You must place rider_path entites
|
||
|
on the map. The rider will first proceed to the
|
||
|
rider_path point with a path_id of 1.
|
||
|
-------------------------FIELDS-------------------------
|
||
|
map: next map to go to when you kill the rider
|
||
|
target: start spot on the next map
|
||
|
--------------------------------------------------------
|
||
|
|
||
|
*/
|
||
|
void rider_war(void)
|
||
|
{
|
||
|
if (deathmatch)
|
||
|
{
|
||
|
remove(self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
precache_model2 ("models/boss/warhorse.mdl");
|
||
|
precache_model2 ("models/boss/warrider.mdl");
|
||
|
precache_model2 ("models/boss/waraxe.mdl");
|
||
|
precache_sound2 ("war/fire_big.wav");
|
||
|
precache_sound2 ("war/die.wav");
|
||
|
precache_sound2 ("war/laugh.wav");
|
||
|
precache_sound2 ("war/laugh_sm.wav");
|
||
|
precache_sound2 ("war/fire.wav");
|
||
|
precache_sound2 ("war/whinny.wav");
|
||
|
precache_sound2 ("war/whinbig.wav");
|
||
|
precache_sound2 ("boss/wartrot1.wav");
|
||
|
precache_sound2 ("boss/wartrot2.wav");
|
||
|
precache_sound2 ("boss/wartrot3.wav");
|
||
|
rider_init();
|
||
|
|
||
|
self.noise="war/die.wav";
|
||
|
self.solid = SOLID_SLIDEBOX;
|
||
|
self.movetype = MOVETYPE_STEP;
|
||
|
self.thingtype = THINGTYPE_FLESH;
|
||
|
self.monsterclass = CLASS_BOSS;
|
||
|
self.yaw_speed = 2;
|
||
|
self.experience_value = 2000;
|
||
|
setmodel (self, "models/boss/warhorse.mdl");
|
||
|
self.skin = 0;
|
||
|
|
||
|
self.flags (+) FL_MONSTER;
|
||
|
self.flags2(+) FL_ALIVE;
|
||
|
|
||
|
setsize (self, '-50 -50 0', '50 50 124');
|
||
|
|
||
|
self.hull = HULL_POINT;
|
||
|
|
||
|
self.health = 6000;
|
||
|
self.rider_gallop_mode = 2;
|
||
|
self.speed = war_speed[self.rider_gallop_mode];
|
||
|
self.rider_path_distance = 200;
|
||
|
self.monster_stage = WH_STAGE_NORMAL;
|
||
|
self.mass = 30000;
|
||
|
self.use = war_wait;
|
||
|
self.th_pain=war_pain;
|
||
|
|
||
|
create_warrider(self);
|
||
|
|
||
|
self.th_save = SUB_Null;
|
||
|
self.think = multiplayer_health;
|
||
|
thinktime self : 1;
|
||
|
//war_wait();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void rider_quake_touch(void)
|
||
|
{
|
||
|
// if (other.flags & FL_JUMPRELEASED) other.flags -= FL_JUMPRELEASED;
|
||
|
other.flags (-) FL_ONGROUND;
|
||
|
|
||
|
other.adjust_velocity_z = random(80,230);
|
||
|
other.punchangle_x = random(-4,4);
|
||
|
other.punchangle_y = random(-4,4);
|
||
|
other.punchangle_z = random(-4,4);
|
||
|
}
|
||
|
|
||
|
void rider_quake_think(void)
|
||
|
{
|
||
|
if (self.wrq_count <= 0)
|
||
|
{
|
||
|
self.think = self.touch = SUB_Null;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
thinktime self : HX_FRAME_TIME;
|
||
|
self.ltime = time;
|
||
|
|
||
|
// self.origin_z = random(-1,1);
|
||
|
self.velocity_z = random(-30,30);
|
||
|
if (self.origin_z - self.oldorigin_z > 5)
|
||
|
self.velocity_z = random(-15,-5);
|
||
|
else if (self.origin_z - self.oldorigin_z < -5)
|
||
|
self.velocity_z = random(5,15);
|
||
|
|
||
|
/* self.avelocity_x = random(-5,5);
|
||
|
if (self.angles_x > 3)
|
||
|
self.avelocity_x = random(-30,-10);
|
||
|
if (self.angles_x < -3)
|
||
|
self.avelocity_x = random(10,30);
|
||
|
self.avelocity_y = random(-5,5);
|
||
|
if (self.angles_y > 3)
|
||
|
self.avelocity_y = random(-30,-10);
|
||
|
if (self.angles_y < -3)
|
||
|
self.avelocity_y = random(10,30);
|
||
|
self.avelocity_z = random(-5,5);
|
||
|
if (self.angles_z > 3)
|
||
|
self.avelocity_z = random(-30,-10);
|
||
|
if (self.angles_z < -3)
|
||
|
self.avelocity_z = random(10,30);*/
|
||
|
}
|
||
|
|
||
|
/*QUAKED rider_quake (1 0 0) ?
|
||
|
-------------------------FIELDS-------------------------
|
||
|
--------------------------------------------------------
|
||
|
|
||
|
*/
|
||
|
void rider_quake(void)
|
||
|
{
|
||
|
self.solid = SOLID_BSP;
|
||
|
self.movetype = MOVETYPE_PUSH;
|
||
|
setorigin (self, self.origin);
|
||
|
setmodel (self, self.model);
|
||
|
|
||
|
self.oldorigin = self.origin;
|
||
|
self.wrq_count = 0;
|
||
|
|
||
|
if (self.abslight)
|
||
|
self.drawflags (+) MLS_ABSLIGHT;
|
||
|
}
|
||
|
|
||
|
void rider_quake_center_think(void)
|
||
|
{
|
||
|
entity item;
|
||
|
|
||
|
endeffect(MSG_ALL, self.wrq_effect_id);
|
||
|
|
||
|
item = findradius(self.origin, self.wrq_radius);
|
||
|
while (item)
|
||
|
{
|
||
|
if (item.classname == "rider_quake")
|
||
|
{
|
||
|
item.wrq_count -= 1;
|
||
|
}
|
||
|
|
||
|
item = item.chain;
|
||
|
}
|
||
|
|
||
|
self.think = SUB_Null;
|
||
|
}
|
||
|
|
||
|
void rider_quake_center_use(void)
|
||
|
{
|
||
|
entity item;
|
||
|
vector real_origin;
|
||
|
|
||
|
return;
|
||
|
|
||
|
if (self.think != SUB_Null)
|
||
|
return;
|
||
|
|
||
|
self.think = rider_quake_center_think;
|
||
|
thinktime self : random(7,22);
|
||
|
self.wrq_radius = 500;
|
||
|
|
||
|
// real_origin_x = self.absmin_x + ((self.absmax_x - self.absmin_x) / 2);
|
||
|
// real_origin_y = self.absmin_y + ((self.absmax_y - self.absmin_y) / 2);
|
||
|
// real_origin_z = self.absmin_z + ((self.absmax_z - self.absmin_z) / 2);
|
||
|
real_origin = self.origin;
|
||
|
|
||
|
self.wrq_effect_id = starteffect(CE_QUAKE, real_origin, (self.wrq_radius/3));
|
||
|
|
||
|
item = findradius(self.origin, self.wrq_radius);
|
||
|
while (item)
|
||
|
{
|
||
|
if (item.classname == "rider_quake")
|
||
|
{
|
||
|
item.think = rider_quake_think;
|
||
|
thinktime item : HX_FRAME_TIME;
|
||
|
item.ltime = time;
|
||
|
item.touch = rider_quake_touch;
|
||
|
item.wrq_count += 1;
|
||
|
}
|
||
|
|
||
|
item = item.chain;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED rider_quake_center (1 0 0) (-8 -8 -8) (8 8 8)
|
||
|
-------------------------FIELDS-------------------------
|
||
|
--------------------------------------------------------
|
||
|
|
||
|
*/
|
||
|
void rider_quake_center(void)
|
||
|
{
|
||
|
setorigin (self, self.origin);
|
||
|
setmodel (self, "models/null.spr");
|
||
|
|
||
|
self.use = rider_quake_center_use;
|
||
|
self.think = SUB_Null;
|
||
|
}
|
||
|
|