895 lines
20 KiB
C++
895 lines
20 KiB
C++
/*
|
|
* $Header: /HexenWorld/Siege/fangel.hc 3 5/25/98 1:38p Mgummelt $
|
|
*/
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Q:\art\models\monsters\Fangel\final\fangel.hc
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
// For building the model
|
|
$cd Q:\art\models\monsters\Fangel\final
|
|
$origin 0 0 0
|
|
$base BASE skin
|
|
$skin skin
|
|
$flags 0
|
|
|
|
|
|
//
|
|
$frame fblock1 fblock2 fblock3 fblock4 fblock5
|
|
$frame fblock6 fblock7 fblock8 fblock9 fblock10
|
|
$frame fblock11 fblock12 fblock13 fblock14 fblock15
|
|
$frame fblock16 fblock17 fblock18 fblock19 fblock20
|
|
$frame fblock21
|
|
|
|
//
|
|
$frame fdeth1 fdeth2 fdeth3 fdeth4 fdeth5
|
|
$frame fdeth6 fdeth7 fdeth8 fdeth9 fdeth10
|
|
$frame fdeth11 fdeth12 fdeth13 fdeth14 fdeth15
|
|
$frame fdeth16 fdeth17 fdeth18 fdeth19 fdeth20
|
|
$frame fdeth21 fdeth22 fdeth23 fdeth24 fdeth25
|
|
$frame fdeth26 fdeth27 fdeth28 fdeth29 fdeth30
|
|
$frame fdeth31 fdeth32 fdeth33 fdeth34 fdeth35
|
|
$frame fdeth36 fdeth37 fdeth38 fdeth39 fdeth40
|
|
|
|
//
|
|
$frame ffly1 ffly2 ffly3 ffly4 ffly5
|
|
$frame ffly6 ffly7 ffly8 ffly9 ffly10
|
|
$frame ffly11 ffly12 ffly13 ffly14 ffly15
|
|
$frame ffly16 ffly17 ffly18 ffly19 ffly20
|
|
$frame ffly21 ffly22 ffly23 ffly24 ffly25
|
|
$frame ffly26 ffly27 ffly28 ffly29 ffly30
|
|
|
|
//
|
|
$frame fhand1 fhand2 fhand3 fhand4 fhand5
|
|
$frame fhand6 fhand7 fhand8 fhand9 fhand10
|
|
$frame fhand11 fhand12 fhand13 fhand14 fhand15
|
|
$frame fhand16 fhand17 fhand18 fhand19 fhand20
|
|
$frame fhand21 fhand22
|
|
|
|
//
|
|
$frame fmove1 fmove2 fmove3 fmove4 fmove5
|
|
$frame fmove6 fmove7 fmove8 fmove9 fmove10
|
|
$frame fmove11 fmove12 fmove13 fmove14 fmove15
|
|
$frame fmove16 fmove17 fmove18 fmove19 fmove20
|
|
|
|
//
|
|
$frame fpain1 fpain2 fpain3 fpain4 fpain5
|
|
$frame fpain6 fpain7 fpain8 fpain9 fpain10
|
|
$frame fpain11 fpain12
|
|
|
|
//
|
|
$frame ftranA1 ftranA2 ftranA3 ftranA4 ftranA5
|
|
$frame ftranA6 ftranA7 ftranA8 ftranA9 ftranA10
|
|
$frame ftranA11 ftranA12 ftranA13 ftranA14 ftranA15
|
|
$frame ftranA16 ftranA17 ftranA18 ftranA19 ftranA20
|
|
|
|
//
|
|
$frame ftranB1 ftranB2 ftranB3 ftranB4 ftranB5
|
|
$frame ftranB6 ftranB7 ftranB8 ftranB9 ftranB10
|
|
$frame ftranB11 ftranB12 ftranB13 ftranB14 ftranB15
|
|
$frame ftranB16 ftranB17 ftranB18 ftranB19 ftranB20
|
|
|
|
//
|
|
$frame fwing1 fwing2 fwing3 fwing4 fwing5
|
|
$frame fwing6 fwing7 fwing8 fwing9 fwing10
|
|
$frame fwing11 fwing12 fwing13 fwing14 fwing15
|
|
$frame fwing16 fwing17 fwing18 fwing19 fwing20
|
|
$frame fwing21 fwing22 fwing23 fwing24 fwing25
|
|
$frame fwing26 fwing27 fwing28 fwing29 fwing30
|
|
|
|
|
|
// Function protos
|
|
void() fangel_blockframes;
|
|
void fangel_handframes (void);
|
|
void fangel_wingframes (void);
|
|
void fangel_flyframes (void);
|
|
|
|
// Constants
|
|
float fangel_attack_speed = 11;
|
|
float fangel_move_speed = 6;
|
|
|
|
float () fangel_check_incoming =
|
|
{
|
|
entity item;
|
|
vector vec, realVec;
|
|
float dot;
|
|
|
|
if(range(self.enemy)<=RANGE_MELEE)
|
|
return FALSE;
|
|
|
|
if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time)
|
|
{
|
|
self.th_save = self.think;
|
|
self.fangel_Count = 0;
|
|
fangel_blockframes();
|
|
return TRUE;
|
|
}
|
|
|
|
if(random()>0.4 + skill/10 + self.skin/10)
|
|
return FALSE;
|
|
|
|
item = findradius(self.origin, 256);
|
|
while (item)
|
|
{
|
|
if (item.owner.classname == "player" && (item.movetype == MOVETYPE_FLYMISSILE ||
|
|
item.movetype == MOVETYPE_BOUNCEMISSILE || item.movetype==MOVETYPE_BOUNCE))
|
|
{
|
|
vec = normalize(self.origin - item.origin + self.view_ofs);
|
|
realVec = normalize(item.velocity);
|
|
dot= vec*realVec;
|
|
if (dot >= 0.4)
|
|
{
|
|
self.th_save = self.think;
|
|
self.fangel_Count = 0;
|
|
fangel_blockframes();
|
|
return TRUE;
|
|
}
|
|
}
|
|
item = item.chain;
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
// Monster Stages
|
|
float FANGEL_STAGE_WAIT = 0;
|
|
float FANGEL_STAGE_FLY = 1;
|
|
float FANGEL_STAGE_FLOAT = 2;
|
|
float FANGEL_STAGE_SIDESTEP = 3;
|
|
//float FANGEL_STAGE_STRAIGHT = 3;
|
|
//float FANGEL_STAGE_REVERSE = 4;
|
|
//float FANGEL_STAGE_ATTACK = 10;
|
|
|
|
void() fangel_check_wing =
|
|
{
|
|
float retval;
|
|
|
|
if(!self.enemy)
|
|
return;
|
|
|
|
enemy_infront = visible(self.enemy);
|
|
|
|
// If we are flying, don't attack as often
|
|
if (self.monster_stage == FANGEL_STAGE_FLY && random() < 0.5)
|
|
enemy_infront = 0;
|
|
|
|
if (enemy_infront)
|
|
{
|
|
self.th_save = self.think;
|
|
enemy_range = range (self.enemy);
|
|
if (random() < 0.5)
|
|
retval = CheckMonsterAttack(MA_FAR_MELEE,1);
|
|
else
|
|
retval = CheckMonsterAttack(MA_MISSILE,1);
|
|
}
|
|
else retval = MA_NOATTACK;
|
|
|
|
if (retval != MA_SUCCESSFUL)
|
|
fangel_check_incoming();
|
|
else
|
|
self.yaw_speed = fangel_attack_speed;
|
|
};
|
|
|
|
void fangel_find_spot (void)
|
|
{
|
|
float crj, radius,dist;
|
|
vector vec;
|
|
|
|
crj=0;
|
|
while(crj < 50)
|
|
{
|
|
radius = random(100,200);
|
|
|
|
vec = randomv('0 0 0', '360 360 0');
|
|
|
|
vec = normalize(vec);
|
|
vec = self.enemy.origin + vec*radius;
|
|
|
|
vec_z = vec_z + random(20, 40) + self.enemy.view_ofs_z;
|
|
|
|
tracearea (self.origin,vec,self.mins,self.maxs,FALSE,self);
|
|
if (trace_fraction == 1)
|
|
{
|
|
self.monster_last_seen = vec;
|
|
|
|
dist = self.origin_z - self.monster_last_seen_z;
|
|
|
|
if (dist < -20)
|
|
self.z_movement = random(0,2);
|
|
else if (dist > 20 )
|
|
self.z_movement = random(-2,0);
|
|
else
|
|
self.z_movement = random(-2,2); // Give her a little up and down movement
|
|
|
|
self.z_duration = time + HX_FRAME_TIME * random(15,25);
|
|
|
|
return;
|
|
}
|
|
crj += 1;
|
|
}
|
|
|
|
self.monster_stage = FANGEL_STAGE_FLOAT;
|
|
self.monster_duration = random(20,30);
|
|
}
|
|
|
|
void() fangel_init =
|
|
{ // Set the fallen angel ready
|
|
dprint(self.enemy.classname);
|
|
dprint("- Found enemy\n");
|
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
self.think=self.th_stand;
|
|
thinktime self : random(.1,.6);
|
|
self.count = 0;
|
|
self.monster_stage = FANGEL_STAGE_FLY;
|
|
self.monster_duration = 0;
|
|
self.goalentity = self.enemy;
|
|
|
|
self.monster_awake = TRUE;
|
|
|
|
if (self.skin)
|
|
self.drawflags (+) MLS_POWERMODE;
|
|
|
|
fangel_find_spot();
|
|
};
|
|
|
|
|
|
void fangel_wait (void)
|
|
{
|
|
thinktime self : 0.15;
|
|
LocateTarget();
|
|
if(self.enemy) // We found a target
|
|
fangel_init();
|
|
else if(random(100)<5&&self.t_width<time)
|
|
{
|
|
self.t_width=time+7;
|
|
if(self.skin)
|
|
sound(self,CHAN_AUTO,"fangel/ambi2.wav",random(0.5,1),ATTN_NORM);
|
|
else
|
|
sound(self,CHAN_AUTO,"fangel/ambi1.wav",random(0.5,1),ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
void fangel_sidestep (void)
|
|
{
|
|
float retval;
|
|
float dist;
|
|
float chance;
|
|
|
|
self.monster_duration -= 1;
|
|
|
|
dist = random(1,4); // Movement distance this turn
|
|
|
|
retval = walkmove(self.angles_y + 90, dist, FALSE);
|
|
|
|
if (!retval)
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_FLY;
|
|
fangel_find_spot();
|
|
self.think = fangel_flyframes;
|
|
self.nextthink = time;
|
|
return;
|
|
}
|
|
|
|
dist = self.origin_z - self.monster_last_seen_z;
|
|
|
|
if (dist < -20)
|
|
{
|
|
self.z_movement = random(0,2);
|
|
self.z_duration = time + HX_FRAME_TIME * random(15,25);
|
|
}
|
|
else if (dist > 20 )
|
|
{
|
|
self.z_movement = random(-2,0);
|
|
self.z_duration = time + HX_FRAME_TIME * random(15,25);
|
|
}
|
|
|
|
if (self.monster_duration <= 0)
|
|
{
|
|
chance = random();
|
|
if (chance < .33)
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_FLOAT;
|
|
self.monster_duration = random(10,30);
|
|
}
|
|
else if (chance < .66)
|
|
self.think = fangel_handframes; // Come back fighting
|
|
else
|
|
self.think = fangel_wingframes; // Come back fighting
|
|
}
|
|
}
|
|
|
|
void fangel_fly (float thrust)
|
|
{
|
|
float retval;
|
|
float dist;
|
|
float Length;
|
|
|
|
Length = vhlen(self.origin - self.monster_last_seen);
|
|
self.ideal_yaw = vectoyaw(self.monster_last_seen - self.origin);
|
|
ChangeYaw();
|
|
|
|
dist = (2.0 + thrust * 4); // Movement distance this turn
|
|
|
|
if (Length < 20)
|
|
{
|
|
if (random() < 0.1)
|
|
fangel_find_spot();
|
|
else
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_FLOAT;
|
|
self.monster_duration = random(10,30);
|
|
}
|
|
return;
|
|
}
|
|
|
|
retval = walkmove(self.angles_y, dist, FALSE);
|
|
|
|
if (!retval)
|
|
{
|
|
fangel_find_spot();
|
|
return;
|
|
}
|
|
|
|
dist = self.origin_z - self.monster_last_seen_z;
|
|
|
|
if (dist < -20)
|
|
{
|
|
self.z_movement = random(2,4);
|
|
self.z_duration = time + HX_FRAME_TIME * random(15,25);
|
|
}
|
|
else if (dist > 20)
|
|
{
|
|
self.z_movement = random(-2,-4);
|
|
self.z_duration = time + HX_FRAME_TIME * random(15,25);
|
|
}
|
|
|
|
if (self.z_duration > time)
|
|
movestep(0,0,self.z_movement, FALSE);
|
|
}
|
|
|
|
void () fangel_float =
|
|
{
|
|
self.monster_duration = self.monster_duration - 1;
|
|
ai_face();
|
|
|
|
enemy_range = range (self.enemy); // Attack if they are too near
|
|
if ((enemy_range <= RANGE_NEAR) && (random() < .25))
|
|
self.monster_duration = 0;
|
|
else if ((enemy_range <= RANGE_MELEE) && (random() < .90))
|
|
self.monster_duration = 0;
|
|
|
|
if (self.monster_duration <= 0)
|
|
{
|
|
self.monster_stage = FANGEL_STAGE_FLY;
|
|
fangel_find_spot();
|
|
}
|
|
};
|
|
|
|
|
|
void fangel_move (float thrust)
|
|
{
|
|
check_z_move(thrust/2);
|
|
// movestep(0,0,thrust/2, FALSE);
|
|
|
|
if (self.monster_stage == FANGEL_STAGE_WAIT)
|
|
{
|
|
dprint("Waiting\n");
|
|
fangel_wait();
|
|
return;
|
|
}
|
|
else if (self.monster_stage == FANGEL_STAGE_FLY)
|
|
{
|
|
fangel_fly(thrust);
|
|
return;
|
|
}
|
|
else if (self.monster_stage == FANGEL_STAGE_SIDESTEP)
|
|
{
|
|
fangel_sidestep();
|
|
return;
|
|
}
|
|
else if (self.monster_stage == FANGEL_STAGE_FLOAT)
|
|
{
|
|
fangel_float();
|
|
return;
|
|
}
|
|
}
|
|
|
|
void () fangel_prepare_attack =
|
|
{
|
|
ai_face();
|
|
};
|
|
|
|
void () fangel_hand_fire =
|
|
{
|
|
fangel_prepare_attack();
|
|
|
|
sound (self, CHAN_WEAPON, "fangel/hand.wav", 1, ATTN_NORM);
|
|
|
|
do_faSpell('10 -4 8',400);
|
|
do_faSpell('10 -4 8',300);
|
|
};
|
|
|
|
void () fangel_wing_fire =
|
|
{
|
|
fangel_prepare_attack();
|
|
|
|
sound (self, CHAN_WEAPON, "fangel/wing.wav", 1, ATTN_NORM);
|
|
|
|
makevectors (self.angles);
|
|
|
|
do_faBlade('8 6 4',360, v_right*2);
|
|
do_faBlade('-8 6 4',360, v_right*(-2));
|
|
};
|
|
|
|
|
|
float fangel_fly_offsets[20] =
|
|
{
|
|
0,
|
|
0.1,
|
|
0.2,
|
|
0.3,
|
|
0.4,
|
|
0.5,
|
|
0.6,
|
|
0.7,
|
|
0.8,
|
|
0.9,
|
|
1,
|
|
0.9,
|
|
0.8,
|
|
0.7,
|
|
0.6,
|
|
0.5,
|
|
0.4,
|
|
0.3,
|
|
0.2,
|
|
0.1
|
|
};
|
|
|
|
// Frame Code
|
|
|
|
void() fangel_blockframes =
|
|
{
|
|
float RetVal;
|
|
float chance;
|
|
self.think = fangel_blockframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
if(self.velocity!='0 0 0')
|
|
self.velocity=self.velocity*0.7;
|
|
|
|
// Turn to face the attacker
|
|
ai_face();
|
|
|
|
check_z_move(3);
|
|
// movestep(0,0,-1, FALSE); // Float down while deflecting shots
|
|
|
|
|
|
|
|
if (self.fangel_Count)
|
|
{
|
|
self.fangel_Count -= 1;
|
|
RetVal = 3;
|
|
}
|
|
else if(fov(self,self.enemy,30)&&self.enemy.last_attack+0.75>time&&self.frame == $fblock13)
|
|
self.fangel_Count+=1;
|
|
else
|
|
RetVal = AdvanceFrame($fblock1,$fblock21);
|
|
|
|
if (self.frame==$fblock21) // Only deflect after this frame
|
|
{
|
|
if(self.movechain)
|
|
remove(self.movechain);
|
|
self.movechain=world;
|
|
}
|
|
|
|
if (RetVal == AF_END)
|
|
{
|
|
self.takedamage = DAMAGE_YES;
|
|
chance = random();
|
|
|
|
if (chance < .1)
|
|
self.think = self.th_save;
|
|
else if (chance < .60)
|
|
self.think = fangel_handframes; // Come back fighting
|
|
else
|
|
self.think = fangel_wingframes; // Come back fighting
|
|
|
|
}
|
|
else if (RetVal == AF_NORMAL)
|
|
{
|
|
if (self.frame == $fblock13)
|
|
self.fangel_Count = 40;
|
|
}
|
|
|
|
if (self.frame == $fblock9)
|
|
{
|
|
self.takedamage = DAMAGE_NO;
|
|
spawn_reflect();
|
|
}
|
|
};
|
|
|
|
void() fangel_deathframes =
|
|
{
|
|
entity stemp;//,skull;
|
|
|
|
if(self.health<=-40)
|
|
{
|
|
chunk_death();
|
|
return;
|
|
}
|
|
|
|
self.think = fangel_deathframes;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
traceline (self.origin, self.origin - '0 0 250',FALSE,self);
|
|
particle2(trace_endpos,'-30 -30 50','30 30 100',384,PARTICLETYPE_SPELL,80);
|
|
|
|
if (self.frame == 26)
|
|
self.drop_time = time + .25;
|
|
|
|
if ((self.frame == 27) && (!self.flags & FL_ONGROUND))
|
|
{
|
|
self.frame = 26;
|
|
self.velocity_z = -20;
|
|
if (self.drop_time < time) // Dropping too long so let her die.
|
|
self.frame = 27;
|
|
}
|
|
|
|
/*Should she spew a head if not chunked?
|
|
if (self.frame == $fdeth40)
|
|
{
|
|
skull= spawn();
|
|
CreateEntityNew(skull,ENT_FANGEL_HEAD,"models/h_fangel.mdl",chunk_death);
|
|
|
|
skull.flags(-)FL_ONGROUND;
|
|
|
|
skull.avelocity_x = random(30);
|
|
skull.avelocity_y = random(30);
|
|
skull.avelocity_z = random(80);
|
|
thinktime skull : random(4,10);
|
|
skull.think = MakeSolidCorpse;
|
|
setorigin(skull,self.origin);
|
|
}
|
|
*/
|
|
|
|
if (AdvanceFrame($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();
|
|
};
|
|
|