/* * $Header: /HexenWorld/HCode/psthorse.hc 1 2/04/98 1:59p Rjohnson $ */ /* ============================================================================== Q:\art\models\monsters\RdrFam\Horse\Final\famhorse.hc ============================================================================== */ // For building the model $cd Q:\art\models\monsters\RdrFam\Horse\Final $origin 0 0 0 $base base skin $skin skin $flags 0 // Horse frames // $frame Bcharg1 Bcharg2 Bcharg3 Bcharg4 Bcharg5 $frame Bcharg6 Bcharg7 Bcharg8 // $frame BtranA1 BtranA2 BtranA3 BtranA4 BtranA5 $frame BtranA6 BtranA7 BtranA8 BtranA9 BtranA10 $frame BtranA11 BtranA12 BtranA13 // $frame BtranB1 BtranB2 BtranB3 BtranB4 BtranB5 $frame BtranB6 BtranB7 BtranB8 BtranB9 BtranB10 $frame BtranB11 BtranB12 // $frame BtranC1 BtranC2 BtranC3 BtranC4 BtranC5 $frame BtranC6 BtranC7 BtranC8 // $frame BtranD1 BtranD2 BtranD3 BtranD4 BtranD5 $frame BtranD6 BtranD7 BtranD8 // $frame Btrot1 Btrot2 Btrot3 Btrot4 Btrot5 $frame Btrot6 Btrot7 Btrot8 Btrot9 Btrot10 $frame Btrot11 Btrot12 $framevalue 0 // Rider Frames // $frame Parrow1 Parrow2 Parrow3 Parrow4 Parrow5 $frame Parrow6 // $frame Pcharg1 Pcharg2 Pcharg3 Pcharg4 Pcharg5 $frame Pcharg6 Pcharg7 Pcharg8 // $frame Phive1 Phive2 Phive3 Phive4 Phive5 $frame Phive6 Phive7 Phive8 Phive9 Phive10 $frame Phive11 Phive12 Phive13 Phive14 Phive15 $frame Phive16 Phive17 Phive18 Phive19 Phive20 $frame Phive21 Phive22 Phive23 Phive24 Phive25 $frame Phive26 Phive27 Phive28 Phive29 Phive30 $frame Phive31 Phive32 Phive33 Phive34 Phive35 $frame Phive36 Phive37 Phive38 // $frame PtranA1 PtranA2 PtranA3 PtranA4 PtranA5 $frame PtranA6 PtranA7 PtranA8 PtranA9 PtranA10 $frame PtranA11 PtranA12 PtranA13 // $frame PtranB1 PtranB2 PtranB3 PtranB4 PtranB5 $frame PtranB6 PtranB7 PtranB8 PtranB9 PtranB10 $frame PtranB11 PtranB12 // $frame PtranC1 PtranC2 PtranC3 PtranC4 PtranC5 $frame PtranC6 PtranC7 PtranC8 // $frame PtranD1 PtranD2 PtranD3 PtranD4 PtranD5 $frame PtranD6 PtranD7 PtranD8 // $frame Ptrot1 Ptrot2 Ptrot3 Ptrot4 Ptrot5 $frame Ptrot6 Ptrot7 Ptrot8 Ptrot9 Ptrot10 $frame Ptrot11 Ptrot12 float fam_start[1] = { $Htrot1 }; float fam_end[1] = { $Htrot16 }; float fam_speed[1] = { 3 }; // Array to align frames float FamRiderFrames[5] = { $Ftrot1, // Animation for fast gallop $FtranA1, // Animation for start of rear $Frear1, // Animation for rear $FtranB1, // Animation for end of rear $Fscale1 // Attack Sequence #1 }; float FH_STAGE_NORMAL = 0; float FH_STAGE_BEGIN_REAR = 1; float FH_STAGE_MIDDLE_REAR = 2; float FH_STAGE_END_REAR = 3; float FH_STAGE_ATTACK = 4; float FH_STAGE_STANDING = 5; // Frame Code void create_famrider(entity horse) { entity rider; rider = spawn(); rider.solid = SOLID_NOT; rider.movetype = MOVETYPE_NONE; rider.origin = horse.origin; rider.angles = self.angles; setmodel (rider, "models/boss/famrider.mdl"); rider.skin = 0; horse.movechain = rider; rider.flags = rider.flags | FL_MOVECHAIN_ANGLE; } void famhorse_move(void); void famhorse_rear(void) { float retval; self.nextthink = time + HX_FRAME_TIME; if (self.monster_stage == FH_STAGE_BEGIN_REAR) { self.speed = self.speed / 1.2; riderpath_move(self.speed); retval = AdvanceFrame($HtranA1,$HtranA16); if (retval == AF_END) self.monster_stage = FH_STAGE_MIDDLE_REAR; self.movechain.frame = FamRiderFrames[1] + (self.frame - $HtranA1); } else if (self.monster_stage == FH_STAGE_MIDDLE_REAR) { retval = AdvanceFrame($Hrear1,$Hrear50); if (retval == AF_END) { if (self.enemy != world && random() < 0.7) self.monster_stage = FH_STAGE_STANDING; else self.monster_stage = FH_STAGE_END_REAR; } self.movechain.frame = FamRiderFrames[2] + (self.frame - $Hrear1); /* if (self.movechain.frame == FamRiderFrames[9]) { if (!self.enemy) LocateTarget(); if (self.enemy) Famaxe(self.enemy,'1 2 70',0); }*/ } /* else if (self.monster_stage == FH_STAGE_STANDING) { retval = AdvanceFrame($HaxeD1,$HaxeD15); if (retval == AF_END) { if (random() < 0.5) self.monster_stage = FH_STAGE_END_REAR; } self.movechain.frame = FamRiderFrames[10] + (self.frame - $HaxeD1); if (!self.enemy) LocateTarget(); if (self.enemy) { if (self.movechain.frame == FamRiderFrames[11]) waraxe(self.enemy,'3 3 82',1); else if (self.movechain.frame == WarRiderFrames[12]) waraxe(self.enemy,'-3 3 70',1); else if (self.movechain.frame == WarRiderFrames[13]) waraxe(self.enemy,'-1 3 75',1); } }*/ else if (self.monster_stage == FH_STAGE_END_REAR) { retval = AdvanceFrame($HtranB1,$HtranB16); if (retval == AF_END) { self.think = famhorse_move; self.monster_stage = FH_STAGE_NORMAL; self.speed = fam_speed[self.rider_gallop_mode]; } else self.speed = self.speed * 1.3; riderpath_move(self.speed); self.movechain.frame = FamRiderFrames[3] + (self.frame - $HtranB1); } } void famhorse_move(void) { float retval; self.think = famhorse_move; self.nextthink = time + HX_FRAME_TIME; // dprintv("origin %s ",self.origin); // dprintv("rider %s\n",self.movechain.origin); retval = AdvanceFrame(fam_start[self.rider_gallop_mode],fam_end[self.rider_gallop_mode]); if (!self.path_current) { riderpath_init(); } riderpath_move(self.speed); if (retval == AF_BEGINNING) { retval = fabs(self.rider_y_change); // Force a new gallop frame in self.frame = fam_start[self.rider_gallop_mode]; if (retval < 1 && random() < 0.1) { self.think = famhorse_rear; self.monster_stage = FH_STAGE_BEGIN_REAR; } /* else if (self.rider_gallop_mode == 0) { if (!self.enemy) LocateTarget(); if (self.enemy) { self.monster_stage = FH_STAGE_ATTACK; } }*/ // dprintf("Gallop is %s",self.rider_gallop_mode); // dprintf(" y_change is %s\n",self.rider_y_change); } if (self.monster_stage == FH_STAGE_ATTACK) { if (self.rider_gallop_mode == 0) { self.movechain.frame = FamRiderFrames[4] + (self.frame - fam_start[self.rider_gallop_mode]); /* if (self.movechain.frame == FamRiderFrames[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 { self.movechain.frame = FamRiderFrames[self.rider_gallop_mode] + (self.frame - fam_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 = FH_STAGE_NORMAL; } if (fabs(fam_speed[self.rider_gallop_mode] - self.speed) < 0.2) self.speed = fam_speed[self.rider_gallop_mode]; else if (fam_speed[self.rider_gallop_mode] > self.speed) self.speed += 0.2; else self.speed -= 0.2; } void rider_death(); /*QUAKED rider_famine (1 0 0) (0 0 0) (50 50 50) Famine 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------------------------- -------------------------------------------------------- */ void() rider_famine = { if (deathmatch) { remove(self); return; } precache_model2 ("models/boss/famhorse.mdl"); precache_model2 ("models/boss/famrider.mdl"); precache_model2 ("models/boss/shaft.mdl"); precache_model2 ("models/boss/circle.mdl"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.yaw_speed = 2; setmodel (self, "models/boss/famhorse.mdl"); self.skin = 0; setsize (self, '-55 -55 0', '55 55 100'); self.health = 1; self.takedamage=DAMAGE_YES; self.rider_gallop_mode = 0; self.speed = fam_speed[self.rider_gallop_mode]; self.rider_path_distance = 200; self.monster_stage = FH_STAGE_NORMAL; self.mass = 30000; create_famrider(self); self.th_die = rider_die; self.think = famhorse_move; self.nextthink = time + 0.2; // wait for path points to spawn // warhorse_die(); };