/* * $Header: /HexenWorld/HCode/mezzoman.hc 2 3/03/98 3:01p Rmidthun $ */ /* ============================================================================== Q:\art\models\monsters\mezzoman\FINAL\mezzoman.hc MG!!! ============================================================================== */ // For building the model $cd Q:\art\models\monsters\mezzoman\FINAL $origin 0 0 -2 $base BASE skin1 $skin skin1 $skin Skin2 $flags 16384 // $frame block1 block2 block3 block4 block5 $frame block6 // $frame charge1 charge2 charge3 charge4 charge5 $frame charge6 charge7 charge8 charge9 charge10 $frame charge11 charge12 charge13 charge14 charge15 $frame charge16 charge17 charge18 charge19 charge20 $frame charge21 charge22 charge23 charge24 charge25 // $frame clober1 clober2 clober3 clober4 clober5 $frame clober6 clober7 clober8 clober9 clober10 $frame clober11 clober12 clober13 clober14 clober15 $frame clober16 // $frame death1 death2 death3 death4 death5 $frame death6 death7 death8 death9 death10 $frame death11 death12 death13 death14 death15 $frame death16 // $frame dive1 dive2 dive3 dive4 dive5 $frame dive6 dive7 dive8 dive9 dive10 $frame dive11 dive12 dive13 dive14 dive15 $frame dive16 dive17 dive18 // $frame jump1 jump2 jump3 jump4 jump5 $frame jump6 jump7 jump8 jump9 jump10 $frame jump11 jump12 jump13 jump14 jump15 $frame jump16 jump17 jump18 jump19 jump20 $frame jump21 jump22 // $frame pain1 pain2 pain3 pain4 pain5 $frame pain6 pain7 // $frame roar1 roar2 roar3 roar4 roar5 $frame roar6 roar7 roar8 roar9 roar10 $frame roar11 roar12 roar13 roar14 roar15 $frame roar16 roar17 roar18 roar19 roar20 $frame roar21 roar22 roar23 roar24 roar25 $frame roar26 roar27 roar28 roar29 roar30 // $frame Roll1 Roll2 Roll3 Roll4 Roll5 $frame Roll6 Roll7 Roll8 Roll9 Roll10 $frame Roll11 Roll12 Roll13 Roll14 Roll15 $frame Roll16 Roll17 Roll18 // $frame run1 run2 run3 run4 run5 $frame run6 run7 run8 run9 run10 $frame run11 run12 run13 run14 run15 $frame run16 run17 run18 run19 run20 $frame run21 run22 // $frame stand1 stand2 stand3 stand4 stand5 $frame stand6 stand7 stand8 stand9 stand10 // $frame sword1 sword2 sword3 sword4 sword5 $frame sword6 sword7 sword8 sword9 sword10 $frame sword11 sword12 sword13 // $frame twirl1 twirl2 twirl3 twirl4 twirl5 $frame twirl6 twirl7 twirl8 twirl9 twirl10 // $frame walk1 walk2 walk3 walk4 walk5 $frame walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 walk13 walk14 walk15 $frame walk16 walk17 walk18 walk19 walk20 $frame walk21 walk22 walk23 walk24 walk25 $frame walk26 walk27 walk28 walk29 walk30 void() mezzo_skid; void() mezzo_block; void() mezzo_block_wait; void() mezzo_jump; void() mezzo_roar; void() mezzo_in_air; void() mezzo_run_loop; void()mezzo_charge; void mezzo_idle_sound () { string soundstr; if(random()<0.5) soundstr="mezzo/snort.wav"; else soundstr="mezzo/growl.wav"; sound(self,CHAN_VOICE,soundstr,1,ATTN_NORM); } /* void mezzo_possum_up (void)// [-- $death14..$death1] { if (cycle_wrapped) self.think=self.th_run; } void mezzo_playdead (void) { // self.frame=$death14; self.think=mezzo_playdead; thinktime self : 0.1; ai_stand(); } */ void mezzo_roll_right () [-- $Roll18 .. $Roll1] { // if(self.shield.velocity!='0 0 0'&&self.shield.model!="models/null.spr") // dprint("what the?\n"); //SOUND? vector rollangle; makevectors(self.angles); rollangle=vectoangles(v_right); // if(!walkmove(rollangle_y,7,FALSE)&&self.frame>$Roll5 &&self.flags&FL_ONGROUND) // self.frame=$Roll5; walkmove(rollangle_y,7,FALSE); if(cycle_wrapped) { thinktime self : 0; if(!self.flags&FL_ONGROUND) self.think=mezzo_in_air; else self.think=self.th_run; } } void mezzo_roll_left () [++ $Roll1 .. $Roll18] { // if(self.shield.velocity!='0 0 0'&&self.shield.model!="models/null.spr") // dprint("what the?\n"); //SOUND? vector rollangle; makevectors(self.angles); rollangle=vectoangles(v_right); // if(!walkmove(rollangle_y,-7,FALSE)&&self.frame<$Roll14 &&self.flags&FL_ONGROUND) // self.frame=$Roll14; walkmove(rollangle_y,-7,FALSE); if(cycle_wrapped) { thinktime self : 0; if(!self.flags&FL_ONGROUND) self.think=mezzo_in_air; else self.think=self.th_run; } } void mezzo_roll_forward () [++ $dive1 .. $dive18] { //SOUND? //vector rollangle; // if(!walkmove(self.angles_y,7,FALSE)&&self.frame<$dive12 &&self.flags&FL_ONGROUND) // self.frame=$dive12; if(!self.flags&FL_ONGROUND) { if(!infront(self.enemy))//stay facing enemy so if land behind him, will be facing him ai_face(); } else { if(self.dflags) { sound(self,CHAN_BODY,"player/land.wav",1,ATTN_NORM); self.dflags=FALSE; } walkmove(self.angles_y,7,FALSE); } if(cycle_wrapped) { thinktime self : 0; if(!self.flags&FL_ONGROUND) self.think=mezzo_in_air; else self.think=self.th_run; } } void mezzo_duck () [++ $jump13 .. $jump22] { //FIXME: Have him keep checking for befense when staying down for .5 sec vector newmaxs; if(self.frame==$jump14) { newmaxs=self.maxs; newmaxs_z=self.maxs_z*0.5; setsize(self,self.mins,newmaxs); } else if(self.frame==$jump18) { newmaxs=self.maxs; newmaxs_z=self.maxs_z*2; setsize(self,self.mins,newmaxs); } else if(self.frame==$jump16) thinktime self : 0.5; else if(cycle_wrapped) { thinktime self : 0; self.think=self.th_run; } } float mezzo_check_duck (entity proj) { vector proj_mins,duck_hite,proj_dir; proj_mins=proj.origin; proj_mins_z=proj.origin_z - proj.mins_z; duck_hite=self.origin; duck_hite_z=self.origin_z + self.maxs_z/2; proj_dir=normalize(duck_hite-proj_mins); traceline(proj_mins,duck_hite+proj_dir*8,FALSE,self); if(trace_ent!=self||trace_endpos_z>duck_hite_z) return TRUE; else return FALSE; } float mezzo_check_jump (entity proj) { float impact_hite, jump_hite; vector proj_dir, proj_top; if(!self.flags&FL_ONGROUND) return FALSE; proj_dir=normalize(proj.velocity); proj_top=proj.origin; proj_top_z=proj.absmax_z; traceline(proj_top,proj_top+proj_dir*1000,FALSE,proj); if(trace_ent!=self) return FALSE; impact_hite=trace_endpos_z; tracearea(self.origin,self.origin+'0 0 256',self.mins,self.maxs,FALSE,self); jump_hite=trace_fraction*256; if(jump_hite<24) return FALSE; else if(jump_hite>133) jump_hite=133; else if(jump_hite<77) jump_hite=77; if(self.origin_z+jump_hite/2>impact_hite+proj.maxs_z&&random()<0.7) { self.velocity_z=jump_hite*3; self.flags(-)FL_ONGROUND; return TRUE; } return FALSE; } void mezzo_choose_roll (entity proj) { float proj_dir; proj_dir=check_heading_left_or_right(proj); if(proj_dir==0) { if(mezzo_check_duck(proj)) { thinktime self : 0; self.think=mezzo_duck; } else { thinktime self : 0; self.think=mezzo_block; } return; } else { //FIXME: Probably shouldn't try to roll in the other direction makevectors(self.angles); if(solid_under(self.origin, self.origin+v_right*105*proj_dir)) tracearea(self.origin, self.origin+v_right*105*proj_dir,self.mins,self.maxs,FALSE,self); else trace_fraction=FALSE; if(trace_fraction==1) { traceline(trace_endpos, trace_endpos-'0 0 300',TRUE,self); if(pointcontents(trace_endpos)!=CONTENT_EMPTY) trace_fraction=FALSE; else trace_fraction=TRUE; } if(trace_fraction==1) { if(proj_dir>0) { thinktime self : 0; self.think=mezzo_roll_right; } else { thinktime self : 0; self.think=mezzo_roll_left; } return; } else if(mezzo_check_duck(proj)) { thinktime self : 0; self.think=mezzo_duck; } else { thinktime self : 0; self.think=mezzo_block; } /* { tracearea(self.origin, self.origin+v_right*36*proj_dir*-1,self.mins,self.maxs,FALSE,self); if(trace_fraction==1) { if(proj_dir*-1>0) { thinktime self : 0; self.think=mezzo_roll_right; } else { thinktime self : 0; self.think=mezzo_roll_left; } return; } } */ } } void mezzo_check_defense () { // if(self.shield.velocity!='0 0 0'&&self.shield.model!="models/null.spr") // dprint("what the?\n"); //NOTE: Add random chance of failure based on difficulty level - highest diff means no chance of failure here if(skill+self.skin/5=0) self.think=mezzo_duck; else if(self.think==mezzo_block_wait) { self.t_width=time+1; return; } else if(self.think==mezzo_run_loop||random()<0.3) self.think=mezzo_charge; else self.think=mezzo_block; return; } else if(random()<0.5) mezzo_choose_roll(enemy_proj); else if(random()<0.7||self.enemy.v_angle_x>=0) self.think=mezzo_duck; else if(self.think==mezzo_block_wait) { self.t_width=time+1; return; } else if(self.think==mezzo_block_wait) { self.t_width=time+1; return; } else if(self.think==mezzo_run_loop||random()<0.3) self.think=mezzo_charge; else self.think=mezzo_block; return; } if(self.level>0.3)//I've got 0.3 seconds before impact { mezzo_choose_roll(enemy_proj); return; } else if(mezzo_check_duck(enemy_proj)) { thinktime self : 0; tracearea(self.origin,self.origin+v_forward*64,self.mins,'16 16 20',FALSE,self); if(trace_fraction<1||random()<0.2||!infront(enemy_proj)) self.think=mezzo_duck; else self.think=mezzo_roll_forward; return; } else if(mezzo_check_jump(enemy_proj)) { self.think=mezzo_jump; enemy_infront=infront(self.enemy); enemy_vis=visible(self.enemy); trace_fraction=0; if((random()<0.3||self.think==mezzo_run_loop)&&enemy_infront&&enemy_vis&&self.enemy!=world)//Jump towards enemy { vector enemy_dir; enemy_dir=normalize(self.enemy.origin-self.origin); traceline(self.origin,self.origin+enemy_dir*64+'0 0 56',FALSE,self); if(trace_fraction==1) { traceline(trace_endpos,trace_endpos-'0 0 300',TRUE,self); if(pointcontents(trace_endpos)==CONTENT_EMPTY) { self.velocity_x=self.velocity_y=0; self.velocity+=enemy_dir*vlen(self.enemy.origin-self.origin); trace_fraction=1; if(random()<0.7) self.think=mezzo_roll_forward; else self.think=self.th_jump; } else { // dprint("might land in water or lava\n"); trace_fraction=0; } } else { // dprint("not enough room in front \n"); trace_fraction=0; } } // dprint(ftos(trace_fraction)); // dprint(" is the trace_fraction\n"); if(random()<0.5&&trace_fraction<1)//Jump to side { // dprint("checking to sides\n"); if(random()<0.5) r=1; else r=-1; makevectors(self.angles); traceline(self.origin,self.origin+v_right*36*r+'0 0 56',FALSE,self); if(trace_fraction<1) { traceline(self.origin,self.origin-v_right*36*r+'0 0 56',FALSE,self); if(trace_fraction<1) { // dprint("not enough room to jump on that side\n"); self.think=mezzo_jump; } else { traceline(trace_endpos,trace_endpos-'0 0 300',TRUE,self); if(pointcontents(trace_endpos)!=CONTENT_EMPTY) { // dprint("might jump into water or lava\n"); self.think=mezzo_jump; } else { self.velocity-=v_right*r*200; if(r*-1>0) self.think=mezzo_roll_right; else self.think=mezzo_roll_left; } } } else { traceline(trace_endpos,trace_endpos-'0 0 300',TRUE,self); if(pointcontents(trace_endpos)!=CONTENT_EMPTY) { // dprint("might jump into water or lava\n"); self.think=mezzo_jump; } else { self.velocity+=v_right*r*200; if(r>0) self.think=mezzo_roll_right; else self.think=mezzo_roll_left; } } } thinktime self : 0; if(self.think!=mezzo_jump&&self.think!=mezzo_roll_right&&self.think!=mezzo_roll_left&&self.think!=mezzo_roll_forward) { // dprint("What the FUCK!!!\n"); self.think=mezzo_jump; } // return; } else if(infront(enemy_proj)&&random()<0.5) { thinktime self : 0; if(self.think==mezzo_block_wait) { self.t_width=time+1; return; } else if(self.think==mezzo_run_loop||random()<0.3) self.think=mezzo_charge; else self.think=mezzo_block; return; } } void() mezzo_charge_stop; void mezzo_slam () { if(!other.movetype||other.mass>100||other.solid==SOLID_BSP) return; if(!infront(other)||other.safe_time>time) return; if(other.origin_z>self.absmax_z - 6||other.absmax_ztime) return; if(!self.owner.flags2&FL_ALIVE||self.owner.frozen>0) { if(self.owner.movechain==self) self.owner.movechain=world; remove(self); } if(other.classname=="funnal"||other.classname=="tornato") return; dir = normalize(other.velocity); magnitude=vlen(other.velocity); org = other.origin; vec = org + dir*100; traceline (org, vec, FALSE, other); if(trace_ent!=self.owner) return; if(self.owner.classname=="monster_mezzoman") sound(self,CHAN_AUTO,"mezzo/slam.wav",1,ATTN_NORM); if(!self.owner.skin&&self.owner.classname=="monster_mezzoman") {//Just block it if(!other.flags2&FL_ALIVE) other.flags2(+)FL_NODAMAGE; } else {//reflect! if(self.owner.classname!="monster_mezzoman") { sound (self, CHAN_WEAPON, "fangel/deflect.wav", 1, ATTN_NORM); CreateWhiteFlash(trace_endpos); if(self.owner.classname=="monster_fallen_angel") { dir=dir*-1; makevectors(dir); dir=v_forward + v_up*random(-0.75,.75) + v_right*random(-0.75,.75); dir=normalize(dir); } else// if(visible(other.owner)) { v_forward=normalize(other.owner.origin+other.owner.view_ofs-other.origin); dir+= 2*v_forward; dir=normalize(dir); } // else // dir=dir*-1; } else { sound(self,CHAN_AUTO,"mezzo/reflect.wav",1,ATTN_NORM); starteffect(CE_MEZZO_REFLECT,self.origin); makevectors(trace_ent.angles); dir+= 2*v_forward; dir=normalize(dir); } if(other.movedir) other.movedir=dir; if(other.o_angle) other.o_angle=dir; if(magnitude20) zofs=20; else if(zofs<-20) zofs=-20; traceline(self.origin+'0 0 30',self.origin+'0 0 30'+v_forward*36+v_up*zofs,FALSE,self); if(trace_fraction==1) return; sound(self,CHAN_VOICE,"mezzo/slam.wav",1,ATTN_NORM); if(trace_ent.movetype&&trace_ent.movetype!=MOVETYPE_PUSH) trace_ent.velocity+=v_forward*200-v_right*100+'0 0 100'; if(trace_ent.takedamage) T_Damage(trace_ent,self,self,5*(self.skin+1)*(self.aflag+1)*(coop + 1)); if(trace_ent.classname=="player") if(infront_of_ent(self,trace_ent)) trace_ent.punchangle_y=4; } else if(cycle_wrapped) { self.attack_finished=time+0.5; thinktime self : 0; self.think=self.th_run; } else if(self.frame==$clober1) { self.last_attack=time; if(random()<0.5) sound(self,CHAN_VOICE,"mezzo/attack.wav",1,ATTN_NORM); } } void mezzo_sword() [++ $sword1 .. $sword13] { ai_face(); ai_charge(3); if(cycle_wrapped) { self.attack_finished=time+0.3; thinktime self : 0; self.think=self.th_run; } else if(self.frame==$sword1) { self.last_attack=time; sound(self,CHAN_WEAPON,"weapons/vorpswng.wav",1,ATTN_NORM); if(random()<0.5) sound(self,CHAN_VOICE,"mezzo/attack.wav",1,ATTN_NORM); } else if(self.frame>=$sword6 && self.frame<=$sword10) { float ofs,zofs; vector dir; makevectors(self.angles); ofs=($sword10 - self.frame)*4; dir_z=ofs - 8; dir+=v_right*(ofs - 8)+v_forward*(48 - fabs(16 - ofs)); dir=normalize(dir); zofs = self.enemy.origin_z - self.origin_z; if(zofs>20) zofs=20; else if(zofs<-20) zofs=-20; traceline(self.origin+'0 0 37',self.origin+'0 0 37'+dir*48+v_up*zofs,FALSE,self); if(trace_fraction==1) return; if(self.t_widthdamage*3||self.pain_finished>time)//only react to 33 percent of current health damage return; self.monster_awake=TRUE; if(self.shield) remove(self.shield); if(self.health<=100) { self.th_pain=SUB_Null; if(self.health<=100) { if(random()<0.5) { self.oldthink=self.th_run; self.think=mezzo_roar; self.speed=15; self.yaw_speed=20; self.aflag=TRUE;//Berzerk! } else if(!self.flags&FL_ONGROUND) self.think=mezzo_in_air; else self.think=self.th_run; } } else { sound(self,CHAN_VOICE,"mezzo/pain.wav",1,ATTN_NORM); if(!self.enemy||!visible(self.enemy)) { if(self.enemy!=world&&self.enemy!=attacker) self.oldenemy=self.enemy; self.enemy=attacker; } self.pain_finished=time+1+self.skin; self.think=mezzo_pain_seq; } thinktime self : 0; } void mezzo_land () [++ $jump13 .. $jump22] { //SOUND? // dprint("landing\n"); if(cycle_wrapped) { thinktime self : 0; self.think=self.th_run; } else if(self.frame==$jump13) sound(self,CHAN_BODY,"player/land.wav",1,ATTN_NORM); } void mezzo_in_air () { // dprint("in air\n"); self.frame=$jump12; if(self.flags&FL_ONGROUND) { thinktime self : 0; self.think=mezzo_land; } else { if(self.velocity=='0 0 0') self.velocity='0 0 -60'; self.think=mezzo_in_air; if(vlen(self.velocity)>300) { if(random()<0.5) { self.dflags=TRUE;//in air self.think=mezzo_roll_forward; } } thinktime self : 0.05; } } void mezzo_jump () [++ $jump1 .. $jump11] { //SOUND? // dprint("jumping\n"); ai_face(); if(self.flags&FL_ONGROUND) { thinktime self : 0; self.think=mezzo_land; } else if(self.frame==$jump11) { thinktime self : 0.05; self.think=mezzo_in_air; } } void mezzo_charge_stop () [++ $charge15 .. $charge25] { if(cycle_wrapped) { self.touch=obj_push; thinktime self : 0; self.think=self.th_run; } if(!walkmove(self.angles_y,$charge25 - self.frame,FALSE)) { if(!self.ltime) self.think=mezzo_pain_seq; else self.think=self.th_run; thinktime self : 0; } } void mezzo_charge_leap () [++ $charge9 .. $charge14] { //SOUND? if(cycle_wrapped) { thinktime self : 0; self.think=mezzo_charge_stop; } else if(self.frame==$charge9) { makevectors(self.angles); traceline(self.origin+'0 0 25',self.origin+'0 0 25'+v_forward*256,FALSE,self); //Used to make him not charge if you stepped aside, now //only checks if will fall if(!trace_ent.takedamage) { self.think=mezzo_skid; thinktime self : 0; } else { traceline(trace_endpos,trace_endpos-'0 0 300',TRUE,self); if(pointcontents(trace_endpos)!=CONTENT_EMPTY||trace_fraction==1) { self.think=mezzo_skid; thinktime self : 0; } else if(self.flags&FL_ONGROUND) { if(random()<0.5) sound(self,CHAN_VOICE,"mezzo/attack.wav",1,ATTN_NORM); self.velocity=v_forward*700+'0 0 133'; self.flags(-)FL_ONGROUND; } else { self.think=mezzo_in_air; thinktime self : 0; } } } } void mezzo_charge () [++ $charge1 .. $charge8] { if(cycle_wrapped) { thinktime self : 0; self.think=mezzo_charge_leap; } else if(self.frame==$charge1) { self.last_attack=time; self.ltime=0; self.touch=mezzo_slam; self.attack_finished=time+1.25; } walkmove(self.angles_y,15,FALSE); } void mezzo_block_return () [-- $block6 .. $block1] { // if(self.shield.velocity!='0 0 0'&&self.shield.model!="models/null.spr") // dprint("what the?\n"); if(cycle_wrapped) { float r; if(self.shield) remove(self.shield); r=vlen(self.enemy.origin-self.origin); if(infront(self.enemy)&&r<100) { thinktime self : 0; self.think=self.th_melee; } // else if(random()<0.2&&r<177) // { // thinktime self : 0; // self.think=self.th_stand; // } else { thinktime self : 0; self.think=self.th_run; } } } void mezzo_block_wait () { // if(self.shield.velocity!='0 0 0'&&self.shield.model!="models/null.spr") // dprint("what the?\n"); self.think=mezzo_block_wait; if(self.t_width77) self.th_pain=mezzo_pain; self.t_width=time+1; thinktime self : 0; self.think=mezzo_block_wait; } else if(self.frame==$block1) spawn_reflect(); } void mezzo_skid () [++ $block1 .. $block6] { float skidspeed, anim_stretch; anim_stretch = 3; skidspeed=$block6 - self.frame + anim_stretch - self.level; if(walkmove(self.angles_y,skidspeed*2,FALSE)) { particle(self.origin, '0 0 20'*skidspeed, 344, skidspeed); if(random()<0.2) CreateWhiteSmoke(self.origin,'0 0 8',HX_FRAME_TIME * 2); } else { thinktime self : 0; self.think=mezzo_block_return; return; } if(cycle_wrapped) { self.attack_finished=time+3; thinktime self : 0; self.think=mezzo_block_return; } else if(self.frame==$block1) { spawn_reflect(); sound(self,CHAN_AUTO,"mezzo/skid.wav",1,ATTN_NORM); } else if(self.level33) { if(random()<0.5&&lineofsight(self.enemy,self)) { thinktime self : 0; self.think=mezzo_charge; } else if(dist>84&&self.last_attackRANGE_NEAR&&random()>0.3) { self.oldthink=self.th_run; self.think=mezzo_roar; thinktime self : 0; return; } else { sound(self,CHAN_VOICE,"mezzo/attack.wav",1,ATTN_NORM); self.monster_awake=TRUE; } if(cycle_wrapped) { self.think=mezzo_run_loop; thinktime self : 0; } else mezzo_run_think(); } void mezzo_walk () [++ $walk1 .. $walk30] { if(self.frame==$stand3 &&random()<0.1) mezzo_idle_sound(); mezzo_check_defense(); ai_walk(3); if(self.enemy) if(CheckAnyAttack()) return; } void()mezzo_stand; void mezzo_twirl() [++ $twirl1 .. $twirl10] { mezzo_check_defense(); if(cycle_wrapped) { self.think=mezzo_stand; thinktime self : 0; } else if(self.frame==$twirl1) { sound(self,CHAN_WEAPON,"weapons/vorpswng.wav",0.7,ATTN_NORM); if(random()<0.5) mezzo_idle_sound(); } ai_stand(); } void mezzo_stand2 () [-- $stand10 .. $stand1] { mezzo_check_defense(); if(self.level<3&&self.frame<$stand10) { self.level+=1; self.frame+=1; } else self.level=0; if(self.frame==$stand1) { if(random()<0.1||(self.monster_awake&&random()<0.5)) self.think=mezzo_twirl; else self.think=mezzo_stand; thinktime self : 0; return; } else if(self.frame==$stand10 &&random()<0.1) mezzo_idle_sound(); /* if(self.monster_awake) { float r; r=vlen(self.enemy.origin-self.origin); if(random()<0.1||r>177) { if(r>177) self.think=self.th_run; else if(enemy_infront&&enemy_vis&&r<133) self.think=mezzo_charge; else if(random()<0.5) self.think=self.th_run; else self.think=self.th_walk; thinktime self : 0; } else { if(random()<0.8&&r>100) self.attack_finished=time+0.1; ai_run(0); } } else */ ai_stand(); } void mezzo_stand () [++ $stand1 .. $stand10] { if(random()<0.5) { mezzo_check_defense(); if((!self.enemy.flags2&FL_ALIVE&&self.enemy!=world)||self.enemy==world) { self.monster_awake=FALSE; if(self.oldenemy.flags2&FL_ALIVE) { self.enemy=self.oldenemy; self.oldenemy=world; } else self.enemy=world; } } if(self.level<3&&self.frame>$stand1) { self.level+=1; self.frame-=1; } else self.level=0; if(self.frame==$stand10) { self.think=mezzo_stand2; thinktime self : 0; return; } else if(self.frame==$stand1 &&random()<0.1) mezzo_idle_sound(); if(random()<0.5) ai_stand(); } /*QUAKED monster_werejaguar (1 0.3 0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT WereCat with jaguar skin If they're targetted by a trigger and used, they'll atack the activator of the target If they can't see the activator, they'll roll left or right (in the direction of the activator) Their roll is 128 units long, so place the mezzoman 128 units away from where you want the roll to stop My babies!!! - MG */ //IDEA: Have mezzoman do ai_face while in air or rolling so always faces you when lands/gets up? void() monster_werejaguar = { if (deathmatch) { remove(self); return; } if (!self.flags2&FL_SUMMONED) { precache_model2 ("models/mezzoman.mdl"); precache_model2 ("models/mezzoref.spr"); precache_model2 ("models/h_mez.mdl"); precache_sound2 ("mezzo/skid.wav"); precache_sound2 ("mezzo/roar.wav"); precache_sound2 ("mezzo/reflect.wav"); precache_sound2 ("mezzo/slam.wav"); precache_sound2 ("mezzo/pain.wav"); precache_sound2 ("mezzo/die.wav"); precache_sound2 ("mezzo/growl.wav"); precache_sound2 ("mezzo/snort.wav"); precache_sound2 ("mezzo/attack.wav"); } self.solid = SOLID_SLIDEBOX; self.takedamage=DAMAGE_YES; self.thingtype=THINGTYPE_FLESH; self.movetype = MOVETYPE_STEP; self.view_ofs = '0 0 53'; self.speed=10; self.yaw_speed = 10; self.health = 250; self.experience_value = 150; self.monsterclass = CLASS_HENCHMAN; self.mass = 10; self.mintel = 15;//Animal sense of smell makes him a good tracker if(self.classname=="monster_werepanther") { self.monsterclass = CLASS_LEADER; self.experience_value = 300; self.health=400; self.skin=1; } self.classname="monster_mezzoman"; self.th_stand=mezzo_stand; self.th_walk=mezzo_walk; self.th_run=mezzo_run; self.th_pain=mezzo_pain; self.th_melee=mezzo_melee; self.th_missile=mezzo_missile; self.th_jump=mezzo_jump; self.th_die=mezzo_die; // self.th_possum = mezzo_playdead; // self.th_possum_up = mezzo_possum_up; self.spawnflags (+) JUMP; setmodel (self, "models/mezzoman.mdl"); self.headmodel="models/h_mez.mdl"; setsize (self, '-16 -16 0', '16 16 56'); self.frame=$stand1; walkmonster_start(); }; void monster_mezzoman (void) { monster_werejaguar(); } /*QUAKED monster_werepanther (1 0.3 0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT WereCat with panther skin If they're targetted by a trigger and used, they'll atack the activator of the target If they can't see the activator, they'll roll left or right (in the direction of the activator) Their roll is 128 units long, so place the mezzoman 128 units away from where you want the roll to stop My babies!!! - MG */ void monster_werepanther (void) { monster_werejaguar(); }