895 lines
20 KiB
C++
895 lines
20 KiB
C++
/*
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* $Header: /H3/game/hcode/fangel.hc 52 9/25/97 12:15p Mgummelt $
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*/
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/*
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==============================================================================
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Q:\art\models\monsters\Fangel\final\fangel.hc
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\monsters\Fangel\final
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$origin 0 0 0
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$base BASE skin
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$skin skin
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$flags 0
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//
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$frame fblock1 fblock2 fblock3 fblock4 fblock5
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$frame fblock6 fblock7 fblock8 fblock9 fblock10
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$frame fblock11 fblock12 fblock13 fblock14 fblock15
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$frame fblock16 fblock17 fblock18 fblock19 fblock20
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$frame fblock21
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//
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$frame fdeth1 fdeth2 fdeth3 fdeth4 fdeth5
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$frame fdeth6 fdeth7 fdeth8 fdeth9 fdeth10
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$frame fdeth11 fdeth12 fdeth13 fdeth14 fdeth15
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$frame fdeth16 fdeth17 fdeth18 fdeth19 fdeth20
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$frame fdeth21 fdeth22 fdeth23 fdeth24 fdeth25
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$frame fdeth26 fdeth27 fdeth28 fdeth29 fdeth30
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$frame fdeth31 fdeth32 fdeth33 fdeth34 fdeth35
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$frame fdeth36 fdeth37 fdeth38 fdeth39 fdeth40
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//
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$frame ffly1 ffly2 ffly3 ffly4 ffly5
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$frame ffly6 ffly7 ffly8 ffly9 ffly10
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$frame ffly11 ffly12 ffly13 ffly14 ffly15
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$frame ffly16 ffly17 ffly18 ffly19 ffly20
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$frame ffly21 ffly22 ffly23 ffly24 ffly25
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$frame ffly26 ffly27 ffly28 ffly29 ffly30
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//
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$frame fhand1 fhand2 fhand3 fhand4 fhand5
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$frame fhand6 fhand7 fhand8 fhand9 fhand10
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$frame fhand11 fhand12 fhand13 fhand14 fhand15
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$frame fhand16 fhand17 fhand18 fhand19 fhand20
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$frame fhand21 fhand22
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//
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$frame fmove1 fmove2 fmove3 fmove4 fmove5
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$frame fmove6 fmove7 fmove8 fmove9 fmove10
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$frame fmove11 fmove12 fmove13 fmove14 fmove15
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$frame fmove16 fmove17 fmove18 fmove19 fmove20
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//
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$frame fpain1 fpain2 fpain3 fpain4 fpain5
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$frame fpain6 fpain7 fpain8 fpain9 fpain10
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$frame fpain11 fpain12
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//
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$frame ftranA1 ftranA2 ftranA3 ftranA4 ftranA5
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$frame ftranA6 ftranA7 ftranA8 ftranA9 ftranA10
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$frame ftranA11 ftranA12 ftranA13 ftranA14 ftranA15
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$frame ftranA16 ftranA17 ftranA18 ftranA19 ftranA20
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//
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$frame ftranB1 ftranB2 ftranB3 ftranB4 ftranB5
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$frame ftranB6 ftranB7 ftranB8 ftranB9 ftranB10
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$frame ftranB11 ftranB12 ftranB13 ftranB14 ftranB15
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$frame ftranB16 ftranB17 ftranB18 ftranB19 ftranB20
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//
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$frame fwing1 fwing2 fwing3 fwing4 fwing5
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$frame fwing6 fwing7 fwing8 fwing9 fwing10
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$frame fwing11 fwing12 fwing13 fwing14 fwing15
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$frame fwing16 fwing17 fwing18 fwing19 fwing20
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$frame fwing21 fwing22 fwing23 fwing24 fwing25
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$frame fwing26 fwing27 fwing28 fwing29 fwing30
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// Function protos
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void() fangel_blockframes;
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void fangel_handframes (void);
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void fangel_wingframes (void);
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void fangel_flyframes (void);
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// Constants
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float fangel_attack_speed = 11;
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float fangel_move_speed = 6;
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float () fangel_check_incoming =
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{
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entity item;
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vector vec, realVec;
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float dot;
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if(range(self.enemy)<=RANGE_MELEE)
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return FALSE;
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if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time)
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{
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self.th_save = self.think;
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self.fangel_Count = 0;
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fangel_blockframes();
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return TRUE;
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}
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if(random()>0.4 + skill/10 + self.skin/10)
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return FALSE;
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item = findradius(self.origin, 256);
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while (item)
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{
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if (item.owner.classname == "player" && (item.movetype == MOVETYPE_FLYMISSILE ||
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item.movetype == MOVETYPE_BOUNCEMISSILE || item.movetype==MOVETYPE_BOUNCE))
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{
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vec = normalize(self.origin - item.origin + self.view_ofs);
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realVec = normalize(item.velocity);
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dot= vec*realVec;
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if (dot >= 0.4)
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{
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self.th_save = self.think;
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self.fangel_Count = 0;
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fangel_blockframes();
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return TRUE;
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}
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}
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item = item.chain;
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}
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return FALSE;
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};
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// Monster Stages
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float FANGEL_STAGE_WAIT = 0;
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float FANGEL_STAGE_FLY = 1;
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float FANGEL_STAGE_FLOAT = 2;
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float FANGEL_STAGE_SIDESTEP = 3;
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//float FANGEL_STAGE_STRAIGHT = 3;
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//float FANGEL_STAGE_REVERSE = 4;
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//float FANGEL_STAGE_ATTACK = 10;
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void() fangel_check_wing =
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{
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float retval;
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if(!self.enemy)
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return;
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enemy_infront = visible(self.enemy);
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// If we are flying, don't attack as often
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if (self.monster_stage == FANGEL_STAGE_FLY && random() < 0.5)
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enemy_infront = 0;
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if (enemy_infront)
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{
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self.th_save = self.think;
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enemy_range = range (self.enemy);
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if (random() < 0.5)
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retval = CheckMonsterAttack(MA_FAR_MELEE,1);
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else
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retval = CheckMonsterAttack(MA_MISSILE,1);
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}
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else retval = MA_NOATTACK;
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if (retval != MA_SUCCESSFUL)
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fangel_check_incoming();
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else
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self.yaw_speed = fangel_attack_speed;
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};
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void fangel_find_spot (void)
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{
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float crj, radius,dist;
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vector vec;
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crj=0;
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while(crj < 50)
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{
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radius = random(100,200);
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vec = randomv('0 0 0', '360 360 0');
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vec = normalize(vec);
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vec = self.enemy.origin + vec*radius;
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vec_z = vec_z + random(20, 40) + self.enemy.view_ofs_z;
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tracearea (self.origin,vec,self.mins,self.maxs,FALSE,self);
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if (trace_fraction == 1)
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{
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self.monster_last_seen = vec;
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dist = self.origin_z - self.monster_last_seen_z;
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if (dist < -20)
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self.z_movement = random(0,2);
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else if (dist > 20 )
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self.z_movement = random(-2,0);
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else
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self.z_movement = random(-2,2); // Give her a little up and down movement
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self.z_duration = time + HX_FRAME_TIME * random(15,25);
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return;
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}
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crj += 1;
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}
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self.monster_stage = FANGEL_STAGE_FLOAT;
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self.monster_duration = random(20,30);
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}
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void() fangel_init =
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{ // Set the fallen angel ready
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dprint(self.enemy.classname);
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dprint("- Found enemy\n");
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.think=self.th_stand;
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thinktime self : random(.1,.6);
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self.count = 0;
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self.monster_stage = FANGEL_STAGE_FLY;
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self.monster_duration = 0;
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self.goalentity = self.enemy;
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self.monster_awake = TRUE;
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if (self.skin)
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self.drawflags (+) MLS_POWERMODE;
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fangel_find_spot();
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};
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void fangel_wait (void)
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{
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thinktime self : 0.15;
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LocateTarget();
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if(self.enemy) // We found a target
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fangel_init();
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else if(random(100)<5&&self.t_width<time)
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{
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self.t_width=time+7;
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if(self.skin)
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sound(self,CHAN_AUTO,"fangel/ambi2.wav",random(0.5,1),ATTN_NORM);
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else
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sound(self,CHAN_AUTO,"fangel/ambi1.wav",random(0.5,1),ATTN_NORM);
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}
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}
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void fangel_sidestep (void)
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{
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float retval;
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float dist;
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float chance;
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self.monster_duration -= 1;
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dist = random(1,4); // Movement distance this turn
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retval = walkmove(self.angles_y + 90, dist, FALSE);
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if (!retval)
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{
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self.monster_stage = FANGEL_STAGE_FLY;
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fangel_find_spot();
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self.think = fangel_flyframes;
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self.nextthink = time;
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return;
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}
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dist = self.origin_z - self.monster_last_seen_z;
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if (dist < -20)
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{
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self.z_movement = random(0,2);
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self.z_duration = time + HX_FRAME_TIME * random(15,25);
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}
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else if (dist > 20 )
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{
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self.z_movement = random(-2,0);
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self.z_duration = time + HX_FRAME_TIME * random(15,25);
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}
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if (self.monster_duration <= 0)
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{
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chance = random();
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if (chance < .33)
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{
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self.monster_stage = FANGEL_STAGE_FLOAT;
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self.monster_duration = random(10,30);
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}
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else if (chance < .66)
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self.think = fangel_handframes; // Come back fighting
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else
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self.think = fangel_wingframes; // Come back fighting
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}
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}
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void fangel_fly (float thrust)
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{
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float retval;
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float dist;
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float Length;
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Length = vhlen(self.origin - self.monster_last_seen);
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self.ideal_yaw = vectoyaw(self.monster_last_seen - self.origin);
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ChangeYaw();
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dist = (2.0 + thrust * 4); // Movement distance this turn
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if (Length < 20)
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{
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if (random() < 0.1)
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fangel_find_spot();
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else
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{
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self.monster_stage = FANGEL_STAGE_FLOAT;
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self.monster_duration = random(10,30);
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}
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return;
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}
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retval = walkmove(self.angles_y, dist, FALSE);
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if (!retval)
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{
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fangel_find_spot();
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return;
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}
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dist = self.origin_z - self.monster_last_seen_z;
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if (dist < -20)
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{
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self.z_movement = random(2,4);
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self.z_duration = time + HX_FRAME_TIME * random(15,25);
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}
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else if (dist > 20)
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{
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self.z_movement = random(-2,-4);
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self.z_duration = time + HX_FRAME_TIME * random(15,25);
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}
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if (self.z_duration > time)
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movestep(0,0,self.z_movement, FALSE);
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}
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void () fangel_float =
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{
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self.monster_duration = self.monster_duration - 1;
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ai_face();
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enemy_range = range (self.enemy); // Attack if they are too near
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if ((enemy_range <= RANGE_NEAR) && (random() < .25))
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self.monster_duration = 0;
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else if ((enemy_range <= RANGE_MELEE) && (random() < .90))
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self.monster_duration = 0;
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if (self.monster_duration <= 0)
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{
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self.monster_stage = FANGEL_STAGE_FLY;
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fangel_find_spot();
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}
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};
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void fangel_move (float thrust)
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{
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check_z_move(thrust/2);
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// movestep(0,0,thrust/2, FALSE);
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if (self.monster_stage == FANGEL_STAGE_WAIT)
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{
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dprint("Waiting\n");
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fangel_wait();
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return;
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}
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else if (self.monster_stage == FANGEL_STAGE_FLY)
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{
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fangel_fly(thrust);
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return;
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}
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else if (self.monster_stage == FANGEL_STAGE_SIDESTEP)
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{
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fangel_sidestep();
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return;
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}
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else if (self.monster_stage == FANGEL_STAGE_FLOAT)
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{
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fangel_float();
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return;
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}
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}
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void () fangel_prepare_attack =
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{
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ai_face();
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};
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void () fangel_hand_fire =
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{
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fangel_prepare_attack();
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sound (self, CHAN_WEAPON, "fangel/hand.wav", 1, ATTN_NORM);
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do_faSpell('10 -4 8',400);
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do_faSpell('10 -4 8',300);
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};
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void () fangel_wing_fire =
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{
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fangel_prepare_attack();
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sound (self, CHAN_WEAPON, "fangel/wing.wav", 1, ATTN_NORM);
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makevectors (self.angles);
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do_faBlade('8 6 4',360, v_right*2);
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do_faBlade('-8 6 4',360, v_right*(-2));
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};
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float fangel_fly_offsets[20] =
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{
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0,
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0.1,
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0.2,
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0.3,
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0.4,
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0.5,
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0.6,
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0.7,
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0.8,
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0.9,
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1,
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0.9,
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0.8,
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0.7,
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0.6,
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0.5,
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0.4,
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0.3,
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0.2,
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0.1
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};
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// Frame Code
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void() fangel_blockframes =
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{
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float RetVal;
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float chance;
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self.think = fangel_blockframes;
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thinktime self : HX_FRAME_TIME;
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if(self.velocity!='0 0 0')
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self.velocity=self.velocity*0.7;
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// Turn to face the attacker
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ai_face();
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check_z_move(3);
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// movestep(0,0,-1, FALSE); // Float down while deflecting shots
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if (self.fangel_Count)
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{
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self.fangel_Count -= 1;
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RetVal = 3;
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}
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else if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time&&self.frame == $fblock13)
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self.fangel_Count+=1;
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else
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RetVal = AdvanceFrame($fblock1,$fblock21);
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if (self.frame==$fblock21) // Only deflect after this frame
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{
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if(self.movechain)
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remove(self.movechain);
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self.movechain=world;
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}
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if (RetVal == AF_END)
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{
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self.takedamage = DAMAGE_YES;
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chance = random();
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if (chance < .1)
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self.think = self.th_save;
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else if (chance < .60)
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self.think = fangel_handframes; // Come back fighting
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else
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self.think = fangel_wingframes; // Come back fighting
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}
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else if (RetVal == AF_NORMAL)
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{
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if (self.frame == $fblock13)
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self.fangel_Count = 40;
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}
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if (self.frame == $fblock9)
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{
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self.takedamage = DAMAGE_NO;
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spawn_reflect();
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}
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};
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void() fangel_deathframes =
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{
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entity stemp;//,skull;
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if(self.health<=-40)
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{
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chunk_death();
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return;
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}
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self.think = fangel_deathframes;
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thinktime self : HX_FRAME_TIME;
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traceline (self.origin, self.origin - '0 0 250',FALSE,self);
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particle2(trace_endpos,'-30 -30 50','30 30 100',384,PARTICLETYPE_SPELL,80);
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if (self.frame == 26)
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self.drop_time = time + .25;
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if ((self.frame == 27) && (!self.flags & FL_ONGROUND))
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{
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self.frame = 26;
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self.velocity_z = -20;
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if (self.drop_time < time) // Dropping too long so let her die.
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self.frame = 27;
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}
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/*Should she spew a head if not chunked?
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if (self.frame == $fdeth40)
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{
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skull= spawn();
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CreateEntityNew(skull,ENT_FANGEL_HEAD,"models/h_fangel.mdl",chunk_death);
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skull.flags(-)FL_ONGROUND;
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|
skull.avelocity_x = random(30);
|
|
skull.avelocity_y = random(30);
|
|
skull.avelocity_z = random(80);
|
|
thinktime skull : random(4,10);
|
|
skull.think = MakeSolidCorpse;
|
|
setorigin(skull,self.origin);
|
|
}
|
|
*/
|
|
|
|
if (AdvanceFrame($fdeth1,$fdeth40) == AF_BEGINNING)
|
|
remove(self);
|
|
|
|
if (self.frame == $fdeth1)
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
if (self.frame == $fdeth10)
|
|
{
|
|
if (self.classname == "monster_fallen_angel")
|
|
sound (self, CHAN_WEAPON, "fangel/death.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_WEAPON, "fangel/death2.wav", 1, ATTN_NORM);
|
|
}
|
|
};
|
|
|
|
|
|
void fangel_flyforward (void)
|
|
{
|
|
AdvanceFrame($fmove1,$fmove20);
|
|
self.frame += 1;
|
|
|
|
fangel_move(3*fangel_fly_offsets[self.frame - $fmove1]);
|
|
|
|
if (self.frame == $fmove2)
|
|
sound (self, CHAN_WEAPON, "fangel/fly.wav", 1, ATTN_NORM);
|
|
|
|
if ((self.frame >= $fmove6 && self.frame <= $fmove8) ||
|
|
(self.frame >= $fmove16 && self.frame <= $fmove18))
|
|
{
|
|
self.fangel_SaveFrame = self.frame;
|
|
fangel_check_wing();
|
|
}
|
|
}
|
|
|
|
void fangel_flyother (void)
|
|
{
|
|
AdvanceFrame($ffly1,$ffly30);
|
|
fangel_move(3*fangel_fly_offsets[rint((self.frame - $ffly1)*.65)]);
|
|
|
|
if (self.frame == $ffly1)
|
|
sound (self, CHAN_WEAPON, "fangel/fly.wav", 1, ATTN_NORM);
|
|
|
|
if ((self.frame >= $ffly11 && self.frame <= $ffly13) ||
|
|
(self.frame >= $ffly26 && self.frame <= $ffly28))
|
|
{
|
|
self.fangel_SaveFrame = self.frame;
|
|
fangel_check_wing();
|
|
}
|
|
}
|
|
|
|
void() fangel_flyframes =
|
|
{
|
|
self.think = fangel_flyframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
fangel_check_incoming();
|
|
|
|
if(self.velocity!='0 0 0')
|
|
self.velocity=self.velocity*0.7;
|
|
|
|
if (self.monster_stage == FANGEL_STAGE_FLY)
|
|
fangel_flyforward();
|
|
else
|
|
fangel_flyother();
|
|
};
|
|
|
|
void fangel_handframes (void)
|
|
{
|
|
self.think = fangel_handframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
fangel_check_incoming();
|
|
|
|
if (AdvanceFrame($fhand1,$fhand22) == AF_END)
|
|
{
|
|
fangel_prepare_attack();
|
|
|
|
if (random() < .25)
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_SIDESTEP;
|
|
self.monster_duration = random(20,40);
|
|
fangel_find_spot();
|
|
self.think = fangel_flyframes;
|
|
}
|
|
else
|
|
{
|
|
self.think = self.th_save;
|
|
}
|
|
|
|
self.frame = self.fangel_SaveFrame;
|
|
self.yaw_speed = fangel_move_speed;
|
|
}
|
|
else
|
|
{
|
|
if (self.frame == $fhand12) fangel_hand_fire();
|
|
else fangel_prepare_attack();
|
|
}
|
|
}
|
|
|
|
void() fangel_painframes =
|
|
{
|
|
float chance;
|
|
|
|
self.think = fangel_painframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
if (AdvanceFrame($fpain1,$fpain12) == AF_END)
|
|
{
|
|
fangel_check_incoming();
|
|
|
|
chance = random();
|
|
if (chance < .33)
|
|
self.think = self.th_save;
|
|
else if (chance < .66)
|
|
self.think = fangel_handframes; // Come back fighting
|
|
else
|
|
self.think = fangel_wingframes; // Come back fighting
|
|
|
|
self.frame = self.fangel_SaveFrame;
|
|
}
|
|
};
|
|
|
|
void() fangel_wingframes =
|
|
{
|
|
self.think = fangel_wingframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
if (AdvanceFrame($fwing1,$fwing30) == AF_END)
|
|
{
|
|
fangel_prepare_attack();
|
|
|
|
if (random() < .25)
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_SIDESTEP;
|
|
self.monster_duration = random(20,40);
|
|
fangel_find_spot();
|
|
self.think = fangel_flyframes;
|
|
}
|
|
else
|
|
self.think = self.th_save;
|
|
|
|
self.frame = self.fangel_SaveFrame;
|
|
self.yaw_speed = fangel_move_speed;
|
|
}
|
|
else
|
|
{
|
|
if (self.classname == "monster_fallen_angel")
|
|
{
|
|
if (self.frame == $fwing21)
|
|
{
|
|
if (self.shoot_cnt < 3)
|
|
{
|
|
if (self.shoot_time < time)
|
|
{
|
|
fangel_wing_fire();
|
|
self.shoot_cnt += 1;
|
|
self.shoot_time = time + HX_FRAME_TIME * 3;
|
|
}
|
|
self.frame = $fwing20;
|
|
}
|
|
else
|
|
self.shoot_cnt =0;
|
|
}
|
|
else
|
|
fangel_prepare_attack();
|
|
}
|
|
else
|
|
{
|
|
if (self.frame == $fwing21)
|
|
{
|
|
if (self.shoot_cnt < 10)
|
|
{
|
|
vector org;
|
|
org=self.origin-'0 0 5';
|
|
traceline(org,(self.enemy.absmin+self.enemy.absmax)*0.5,TRUE,self);
|
|
if (trace_fraction==1)
|
|
{
|
|
self.effects(+)EF_MUZZLEFLASH;
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type
|
|
WriteEntity (MSG_BROADCAST, self); //owner
|
|
WriteByte (MSG_BROADCAST, 0); //tag + flags
|
|
WriteByte (MSG_BROADCAST, 1); //time
|
|
WriteByte (MSG_BROADCAST, rint(random(0,4))); //color
|
|
|
|
WriteCoord (MSG_BROADCAST, org_x);
|
|
WriteCoord (MSG_BROADCAST, org_y);
|
|
WriteCoord (MSG_BROADCAST, org_z);
|
|
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_x);
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_y);
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_z);
|
|
|
|
LightningDamage (self.origin, trace_endpos, self, 3,"sunbeam");
|
|
|
|
self.frame -= 1;
|
|
self.shoot_cnt += 1;
|
|
}
|
|
self.frame = $fwing20;
|
|
}
|
|
else
|
|
self.shoot_cnt =0;
|
|
|
|
}
|
|
else
|
|
fangel_prepare_attack();
|
|
}
|
|
}
|
|
};
|
|
|
|
void(entity attacker, float damage) fangel_pain =
|
|
{
|
|
if (random(self.health) > damage||self.pain_finished>time)
|
|
return; // didn't flinch
|
|
|
|
self.pain_finished=time + 1 + self.skin;
|
|
|
|
if (self.health < 50)
|
|
self.drawflags (-) DRF_TRANSLUCENT|MLS_POWERMODE;
|
|
|
|
if ((self.frame >= $ffly11 && self.frame <= $ffly13) ||
|
|
(self.frame >= $ffly26 && self.frame <= $ffly28))
|
|
{
|
|
if (self.classname == "monster_fallen_angel")
|
|
sound (self, CHAN_WEAPON, "fangel/pain.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_WEAPON, "fangel/pain2.wav", 1, ATTN_NORM);
|
|
|
|
self.fangel_SaveFrame = self.frame;
|
|
// didn't want to use self.think just in case we just began to attack
|
|
self.th_save = fangel_flyframes;
|
|
fangel_painframes();
|
|
}
|
|
};
|
|
|
|
|
|
void() init_fangel =
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
self.monster_stage = FANGEL_STAGE_WAIT;
|
|
|
|
precache_model2 ("models/fangel.mdl");
|
|
precache_model2 ("models/faspell.mdl");
|
|
precache_model2 ("models/fablade.mdl");
|
|
precache_model2 ("models/h_fangel.mdl");
|
|
|
|
precache_sound2("fangel/fly.wav");
|
|
precache_sound2("fangel/deflect.wav");
|
|
precache_sound2("fangel/hand.wav");
|
|
precache_sound2("fangel/wing.wav");
|
|
|
|
CreateEntityNew(self,ENT_FANGEL,"models/fangel.mdl",fangel_deathframes);
|
|
|
|
self.skin = 0;
|
|
|
|
self.hull = HULL_BIG;
|
|
if (self.classname == "monster_fallen_angel")
|
|
{
|
|
precache_sound2("fangel/ambi1.wav");
|
|
self.skin = 0;
|
|
self.health = 250;
|
|
self.experience_value = 150;
|
|
}
|
|
else
|
|
{
|
|
precache_sound2("fangel/ambi2.wav");
|
|
self.skin = 1;
|
|
self.health = 500;
|
|
self.experience_value = 400;
|
|
}
|
|
|
|
self.th_stand = fangel_flyframes;
|
|
self.th_walk = fangel_flyframes;
|
|
self.th_run = fangel_flyframes;
|
|
self.th_pain = fangel_pain;
|
|
self.th_die = fangel_deathframes;
|
|
self.th_missile = fangel_handframes;
|
|
self.th_melee = fangel_wingframes;
|
|
self.headmodel="models/h_fangel.mdl";
|
|
|
|
total_monsters += 1;
|
|
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
self.yaw_speed = fangel_move_speed;
|
|
self.view_ofs = '0 0 -5';
|
|
self.use = monster_use;
|
|
self.mintel = 3;
|
|
|
|
self.flags (+) FL_FLY | FL_MONSTER;
|
|
self.flags2 (+) FL_ALIVE;
|
|
|
|
if (self.classname == "monster_fallen_angel_lord")
|
|
self.drawflags (+) DRF_TRANSLUCENT;
|
|
|
|
self.pausetime = 99999999;
|
|
self.frame=$fhand1;
|
|
self.think=fangel_wait;
|
|
thinktime self : 0;
|
|
// self.th_stand ();
|
|
};
|
|
|
|
|
|
/*QUAKED monster_fallen_angel (1 0.3 0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
|
|
New item for QuakeEd
|
|
|
|
-------------------------FIELDS-------------------------
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void() monster_fallen_angel =
|
|
{
|
|
precache_sound2("fangel/death.wav");
|
|
precache_sound2("fangel/pain.wav");
|
|
|
|
init_fangel();
|
|
};
|
|
|
|
/*QUAKED monster_fallen_angel_lord (1 0.3 0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
|
|
New item for QuakeEd
|
|
|
|
-------------------------FIELDS-------------------------
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void() monster_fallen_angel_lord =
|
|
{
|
|
precache_sound2("fangel/death2.wav");
|
|
precache_sound2("fangel/pain2.wav");
|
|
|
|
init_fangel();
|
|
};
|
|
|