1462 lines
32 KiB
C++
1462 lines
32 KiB
C++
/*
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* $Header: /HexenWorld/Siege/newimp.hc 4 6/01/98 2:49a Mgummelt $
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*/
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/*
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==============================================================================
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ICE IMP
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==============================================================================
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*/
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// For building the model
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$cd c:\model\imp // Directory to find model in
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$origin 0 0 0
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// baseframe is in iceimp.3ds
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$base iceimp
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$flags 0
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// skin is in iceimp.lbm
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$skin skin
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$skin skinice
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$frame death1 death2 death3 death4 death5
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$frame death6 death7 death8 death9 death10
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$frame death11 death12 death13 death14
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//
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$frame impfir1 impfir2 impfir3 impfir4 impfir5
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$frame impfir6 impfir7 impfir8 impfir9 impfir10
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$frame impfir11 impfir12 impfir13 impfir14 impfir15
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$frame impfir16 impfir17 impfir18 impfir19 impfir20
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$frame impfir21
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//
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$frame impfly1 impfly2 impfly3 impfly4 impfly5
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$frame impfly6 impfly7 impfly8 impfly9 impfly10
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$frame impfly11 impfly12 impfly13 impfly14 impfly15
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$frame impfly16 impfly17 impfly18 impfly19 impfly20
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//
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$frame impup1 impup2 impup3 impup4 impup5
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$frame impup6 impup7 impup8 impup9 impup10
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$frame impup11 impup12 impup13 impup14 impup15
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$frame impup16 impup17 impup18 impup19 impup20
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$frame impup21 impup22 impup23
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//
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$frame impwat1 impwat2 impwat3 impwat4 impwat5
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$frame impwat6 impwat7 impwat8 impwat9 impwat10
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$frame impwat11 impwat12 impwat13 impwat14 impwat15
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$frame impwat16 impwat17 impwat18 impwat19 impwat20
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$frame impwat21 impwat22 impwat23 impwat24
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//
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$frame swoop1 swoop2 swoop3 swoop4 swoop5
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$frame swoop6 swoop7 swoop8 swoop9 swoop10
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$frame swoop11 swoop12 swoop13 swoop14 swoop15
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$frame swoop16 swoop17 swoop18 swoop19 swoop20
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//
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$frame swpcyc1 swpcyc2 swpcyc3 swpcyc4
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//
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$frame swpend1 swpend2 swpend3 swpend4 swpend5
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$frame swpend6 swpend7 swpend8 swpend9 swpend10
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$frame swpend11 swpend12 swpend13 swpend14 swpend15
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//
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$frame swpout1 swpout2 swpout3 swpout4 swpout5
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$frame swpout6 swpout7 swpout8 swpout9 swpout10
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$frame swpout11 swpout12 swpout13 swpout14 swpout15
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//============================================================================
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float MONSTER_STAND_GROUND = 1;
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float MONSTER_HOVER = 2;
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float SF_IMP_DORMANT = 16;
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float PICKUP = 32;
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float AS_FERRY = 6;
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void()imp_fly;
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void()imp_hover;
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void()imp_abort_swoop;
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float()imp_find_target;
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/*
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================================================================
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checkenemy()
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Checks to see if enemy is of the same monstertype and old enemy
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is alive and visible. If so, changes back to it's last enemy.
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================================================================
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*/
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void checkenemy (void)
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{
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entity oldtarget;
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if(self.enemy.classname=="player"&&self.enemy.flags2&FL_ALIVE)
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return;
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if(self.oldenemy.classname=="player"&&(self.oldenemy.flags2&FL_ALIVE)&&visible(self.oldenemy))
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{ //FIXME: Whoops! These are unions!!!
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if((self.spiderType&&self.enemy.spiderType)||(self.scorpionType&&self.enemy.scorpionType))
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self.enemy=self.oldenemy;
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else
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{
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oldtarget=self.enemy;
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self.enemy=self.oldenemy;
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self.oldenemy=oldtarget;
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}
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self.goalentity=self.enemy;
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}
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}
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/*
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================================================================
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fov()
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Field-Of-View
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Returns TRUE if vector from entity "from" to entity "targ" is
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within "scope" degrees of entity "from"'s forward angle.
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================================================================
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*/
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float fov(entity targ,entity from,float scope)
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{
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vector spot1,spot2;
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float dot;
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spot1=from.origin+from.proj_ofs;
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spot2=(targ.absmin+targ.absmax)*0.5;
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if(from.classname=="player")
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makevectors(from.v_angle);
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else
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makevectors(from.angles);
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// scope=1 - (scope/180);//converts angles into %
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dot=normalize(spot2-spot1)*v_forward;
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dot=180 - (dot*180);
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// dprintf("FOV value : %s\n",dot);
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if(dot<=scope)
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return TRUE;
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return FALSE;
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}
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void check_pos_enemy ()
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{
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if(!self.mintel)
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return;
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if(!visible(self.enemy))
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{
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self.attack_state = AS_STRAIGHT;
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SetNextWaypoint();
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}
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else
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{
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self.goalentity=self.enemy;
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self.wallspot=(self.enemy.absmin+self.enemy.absmax)*0.5;
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}
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}
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float clear_path (entity targ)
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{
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vector destiny,org;
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destiny=targ.origin+targ.proj_ofs;
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org=(self.absmin+self.absmax)*0.5;
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self.attack_state = AS_STRAIGHT;
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tracearea (org, destiny, '-16 -16 0','16 16 28',FALSE,self);
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if (trace_ent != targ)
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{
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self.attack_state = AS_SLIDING;
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return FALSE;
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}
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return TRUE;
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}
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float imp_up_amounts[23] =
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{
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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1,
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2,
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2,
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2,
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3,
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3,
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3,
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3,
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4,
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4,
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5,
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6,
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7,
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5,
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2
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};
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float imp_fly_amounts[20] =
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{
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-0.4,
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-0.2,
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0,
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0,
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0.2,
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0.4,
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0.4,
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0.6,
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0.6,
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0.8,
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0.6,
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0.4,
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0,
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0,
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-0.2,
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-0.4,
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-0.8,
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-0.8,
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-0.8,
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-0.4
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};
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void imp_drop (void)
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{
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self.attack_state=AS_STRAIGHT;
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if(self.classname=="monster_imp_lord")
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{
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if(self.enemy.classname!="player")
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self.enemy.health=10;
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self.enemy.movetype=MOVETYPE_BOUNCE;
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self.enemy.mass=10000;
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self.enemy.velocity_z=-300;
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}
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}
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void imp_die ()
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{
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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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if(self.frame!=$death14)
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AdvanceFrame($death1,$death14);
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if(self.frame==$death1)
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{
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sound (self, CHAN_WEAPON, "imp/die.wav", 1, ATTN_NORM);
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makevectors (self.angles);
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self.movetype = MOVETYPE_BOUNCE;
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self.velocity_z = 0;
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self.velocity += v_forward*80;
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if(self.attack_state==AS_FERRY)
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imp_drop();
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}
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if(self.frame==$death8)
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if (self.flags & FL_ONGROUND)
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{
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// when he has finally rested on the ground, finish the death
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sound(self,CHAN_BODY,"player/land.wav",1,ATTN_NORM);
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self.velocity_x = self.velocity_y = 0.0;
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}
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else
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self.frame==$death7;
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if(self.flags & FL_ONGROUND&&!self.aflag)
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{
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vector new_angles,new_angles2,old_forward,old_right;
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float dot,mod;
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// dprint("Angles fixed\n");
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self.aflag=TRUE;
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makevectors(self.angles);
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old_forward=v_forward;
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old_right=v_right;
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traceline(self.origin,self.origin-'0 0 24',TRUE,self);
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new_angles=vectoangles(trace_plane_normal);
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// dprintf("Pitch of slope: %s\n",new_angles_x);
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new_angles_x=(90-new_angles_x)*-1;//Gets actual slope
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dprintf("actual slope: %s\n",new_angles_x);
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new_angles2='0 0 0';
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new_angles2_y=new_angles_y;
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makevectors(new_angles2);
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mod=v_forward*old_right;
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// dprintf("Mod: %s\n",mod);
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if(mod<0)
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mod=-1;
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else
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mod=1;
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dot=v_forward*old_forward;
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// dprintf("difference in yaw: %s\n",dot);
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self.angles_x=dot*new_angles_x*mod;
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// dprintf("New pitch: %s\n",self.angles_x);
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self.angles_z=(1-dot)*new_angles_x*mod*-1;
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// dprintf("New roll: %s\n",self.angles_z);
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}
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if(self.frame==$death14 &&self.flags&FL_ONGROUND)
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MakeSolidCorpse();
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else if(self.health<-40)
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chunk_death();
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//check to see if health > 0. if so, come back alive
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//This could happen by magic or by fire for fire imp or cold for ice imp
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else if(self.health>0)
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{
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self.takedamage = DAMAGE_YES;
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self.flags (+) FL_FLY;
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self.flags2 (+) FL_ALIVE;
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_FLY;
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if(self.classname=="monster_imp_lord")
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{
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setsize (self, '-32 -32 0', '32 32 56');
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self.hull=HULL_SCORPION;
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}
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else
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{
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setsize (self, '-16 -16 0', '16 16 36');
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self.hull=HULL_CROUCH;
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}
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self.th_stand ();
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return;
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}
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else
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{
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self.think=imp_die;
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if (self.frame == $death7 || self.frame == $death8 ) // when cycling between these 2 frames during falling, make him flutter more randomly
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thinktime self : random(0.05,0.217);
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else
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thinktime self : HX_FRAME_TIME;
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}
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}
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void imp_die_init ()
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{
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setsize (self, '-16 -16 0', '16 16 24');
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self.hull=HULL_CROUCH;
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imp_die();
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}
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float check_z_move()
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{
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float goaldist,moverange;
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entity targ;
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if(self.enemy!=world)
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targ=self.enemy;
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else if(self.goalentity!=world)
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targ=self.goalentity;
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else
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return FALSE;
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if(fabs(targ.origin_z-self.origin_z)<48&&!visible(targ))
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return FALSE; //FIXME: Find an up or down
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if(visible(targ))
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if(!clear_path(targ))
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return FALSE;
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if(targ.origin_z!=self.absmin_z)
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{
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goaldist=(targ.absmin_z+targ.absmax_z)*0.5-(self.absmax_z+self.absmin_z)*0.5;
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moverange=fabs(self.level);
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if(goaldist>0&&goaldist>moverange)
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goaldist=moverange;
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else if(goaldist<0&&goaldist<moverange*-1)
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goaldist=moverange*-1;
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movestep(0,0,goaldist, FALSE);
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// self.velocity_z=goaldist*3;
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}
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// else if(self.velocity_z>=1)
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// self.velocity_z/=2;
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// else
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// self.velocity_z=0;
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return TRUE;
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}
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void imp_ferry ()
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{
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float dist;
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vector org;
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walkmove(self.angles_y, self.speed, FALSE);
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check_z_move();
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org=self.enemy.origin;
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org_z=self.enemy.absmax_z;
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dist=vlen(self.origin-org);
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if(dist>200)
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{
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imp_drop();
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return;
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}
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else// if(self.enemy!=self.movechain)
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self.enemy.velocity=normalize(self.origin-org)*dist*5;
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self.enemy.angles=self.angles;
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}
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void imp_pick_up (void)
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{
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self.attack_state=AS_FERRY;
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self.goalentity=find(world,targetname,self.target);
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}
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void imp_up_down()
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{ // Function to make the imp randomly change height
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vector end_vec,vec1;
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// dprint("CHECKING UP/DOWN\n");
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if (self.velocity_z > -10.0 && self.velocity_z < 10.0)
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{ // If we aren't moving up/down that much, maybe we want to change altitudes
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self.velocity_z = 0.0;
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if (random() < 0.3||self.attack_state==AS_SLIDING)
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{ // Should we change altitudes?
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makevectors (self.angles);
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if (random() < 0.5)
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{ // Go Down
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vec1 = self.origin + v_up*-48;
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traceline (self.origin,vec1,FALSE,self);
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if(trace_fraction==1)
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{
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end_vec=vec1+v_forward*32;
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traceline (vec1,end_vec,FALSE,self);
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if (trace_fraction == 1||random()<0.5)
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{
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//dprint("Goin down\n");
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self.velocity_z = self.speed*-7;
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}
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}
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}
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else
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{ // Go Up
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vec1 = self.origin + v_up*88;
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traceline (self.origin,vec1,FALSE,self);
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if(trace_fraction==1)
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{
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end_vec=vec1+v_forward*32;
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traceline (vec1,end_vec,FALSE,self);
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if (trace_fraction == 1||random()<0.5)
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{
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//dprint("Goin up\n");
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self.velocity_z = self.speed*7;
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}
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}
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}
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self.flags(-)FL_ONGROUND;
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}
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}
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else self.velocity_z = self.velocity_z / 1.05;
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}
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void imp_set_speeds ()
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{
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float anglediff,dist;
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dist=8; //Movement distance this turn
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anglediff= fabs(self.angles_y - self.ideal_yaw); //How far we're trying to turn
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if (anglediff > 20) // If it is a big distance to turn, then don't move as far forward
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dist = dist / 1.5;
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self.level=imp_fly_amounts[self.frame - $impfly1];
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self.speed = dist + self.level*4; //tweaks to speed based on anim frame
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if(!visible(self.enemy))
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self.level*=4;
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}
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float imp_check_too_close ()
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{
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float enemy_zdiff,enemy_hdist;
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if(!visible(self.enemy))
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return FALSE;
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enemy_zdiff=fabs(self.origin_z-self.enemy.origin_z);
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enemy_hdist=vhlen(self.enemy.origin-self.origin);
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if(enemy_zdiff>=77&&enemy_hdist<=77)
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{
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// dprint("too close!\n");
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return TRUE;
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}
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return FALSE;
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}
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void imp_move ()
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{
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float too_close;
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checkenemy();
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self.velocity*=1/1.05;
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if(imp_check_too_close())
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{
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self.ideal_yaw=self.angles_y;
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too_close=TRUE;
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}
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else
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ai_face();
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imp_set_speeds();
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if(self.attack_state==AS_FERRY)
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{
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imp_ferry();
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return;
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}
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if(self.attack_state==AS_STRAIGHT)
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{
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if(too_close)
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{
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if(!walkmove(self.angles_y,self.speed,FALSE))
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movetogoal(self.speed);
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}
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else
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movetogoal(self.speed);
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}
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else if(self.attack_state==AS_SLIDING)
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{ //FIXME: make a more intelligent slide?
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// dprint("sliding\n");
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enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
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movedist=self.speed;
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ai_run_slide();
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}
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movestep(0,0,self.level, FALSE);
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if(!check_z_move())
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imp_up_down();
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if(vlen(self.enemy.origin+self.enemy.proj_ofs-self.origin)<20&&random()<0.2&&self.target!=""&&self.origin_z>self.enemy.absmax_z - 8&&self.spawnflags&PICKUP)
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imp_pick_up();
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}
|
|
|
|
float imp_new_action ()
|
|
{
|
|
float too_close;
|
|
enemy_vis=visible(self.enemy);
|
|
too_close=imp_check_too_close();
|
|
if((random()<0.7&&self.enemy.flags2&FL_ALIVE)||!enemy_vis||too_close)
|
|
{
|
|
if(self.think!=imp_fly)
|
|
{
|
|
self.think=imp_fly;
|
|
thinktime self : 0;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
if(self.think!=imp_hover)
|
|
{
|
|
self.think=imp_hover;
|
|
thinktime self : 0;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void imp_strafe_left () [++ $impfly1 .. $impfly20]
|
|
{
|
|
vector dir;
|
|
ai_face();
|
|
if(cycle_wrapped)
|
|
{
|
|
self.think=imp_fly;
|
|
thinktime self : 0;
|
|
return;
|
|
}
|
|
// else if(self.frame==$impfly1)
|
|
// dprint("strafing left\n");
|
|
makevectors(self.angles);
|
|
dir='0 0 0' - (v_right*(self.frame - $impfly1)*30);
|
|
self.velocity_x=dir_x;
|
|
self.velocity_y=dir_y;
|
|
check_pos_enemy();
|
|
//FIXME: check for attack?
|
|
}
|
|
|
|
void imp_strafe_right () [++ $impfly1 .. $impfly20]
|
|
{
|
|
vector dir;
|
|
ai_face();
|
|
if(cycle_wrapped)
|
|
{
|
|
self.think=imp_fly;
|
|
thinktime self : 0;
|
|
return;
|
|
}
|
|
// else if(self.frame==$impfly1)
|
|
// dprint("strafing right\n");
|
|
makevectors(self.angles);
|
|
dir=v_right*(self.frame - $impfly1)*30;
|
|
self.velocity_x=dir_x;
|
|
self.velocity_y=dir_y;
|
|
check_pos_enemy();
|
|
//FIXME: check for attack?
|
|
}
|
|
|
|
void imp_rise () [++ $impfly1 .. $impfly20]
|
|
{
|
|
check_pos_enemy();
|
|
if(self.frame==$impfly1)
|
|
{
|
|
// dprint("shooting up\n");
|
|
self.attack_finished=time+1.7;
|
|
self.velocity_z=600;
|
|
}
|
|
else if(self.frame>$impfly14 &&self.attack_finished<time)
|
|
{
|
|
self.frame==$impfly14;
|
|
self.velocity_z-=100;
|
|
}
|
|
else
|
|
self.velocity_z+=10;
|
|
|
|
if(self.frame==$impfly20)
|
|
{
|
|
self.velocity_z=0;
|
|
self.think=imp_fly;
|
|
thinktime self : 0.05;
|
|
}
|
|
}
|
|
|
|
void imp_dive () [++ $swoop1 .. $swoop20]
|
|
{
|
|
check_pos_enemy();
|
|
if(self.frame==$swoop1)
|
|
{
|
|
// dprint("diving for cover\n");
|
|
self.velocity_z=-500;
|
|
}
|
|
else if(self.frame<$swoop13)
|
|
self.velocity_z-=20;
|
|
else
|
|
self.velocity_z+=100;
|
|
|
|
if(self.frame==$swoop20)
|
|
{
|
|
self.velocity_z=0;
|
|
self.think=imp_abort_swoop;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
float imp_check_defense ()
|
|
{
|
|
vector org,destiny,dir,proj_spot,proj_spot_dir;
|
|
float dist,dot;
|
|
if(self.enemy.last_attack<time - 1)
|
|
return FALSE;
|
|
|
|
if(fov(self,self.enemy,45))
|
|
{
|
|
org=self.enemy.origin+self.enemy.proj_ofs; //enemy's firing point, approximately
|
|
destiny=(self.absmin+self.absmax)*0.5; //my center
|
|
dir=normalize(destiny-org);//direction from enemy to me
|
|
dist=vlen(destiny-org); //distance between enemy and me
|
|
proj_spot=org+dir*(dist); //projected destination of projectile
|
|
proj_spot_dir=normalize(proj_spot-destiny); //that spot's position relativeto me
|
|
|
|
makevectors(self.angles);
|
|
|
|
dot = proj_spot_dir * v_right;
|
|
if ( dot > 0.1)
|
|
{
|
|
imp_strafe_left();//Left because you want to go away from it
|
|
return TRUE;
|
|
}
|
|
else if( dot < -0.1)
|
|
{
|
|
imp_strafe_right();
|
|
return TRUE;
|
|
}
|
|
dot = proj_spot_dir * v_up;
|
|
if ( dot > 0.2)
|
|
{
|
|
imp_dive();
|
|
return TRUE;
|
|
}
|
|
else if( dot < 0)
|
|
{
|
|
imp_rise();
|
|
return TRUE;
|
|
}
|
|
// dprint("no defense dir found\n");
|
|
return FALSE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void imp_attack(void)
|
|
{
|
|
if (self.origin_z - self.enemy.origin_z < 50 && vhlen(self.origin-self.enemy.origin) < 64)
|
|
{
|
|
self.v_angle=self.angles;
|
|
FireMelee (20,10,64);
|
|
}
|
|
else if (self.classname == "monster_imp_ice"||(self.classname == "monster_imp_lord"&&random()<0.5))
|
|
{
|
|
sound (self, CHAN_WEAPON, "imp/shard.wav", 1, ATTN_NORM);
|
|
|
|
makevectors (self.angles);
|
|
do_shard('14 8 0',360 + random()*150, '0 0 0');
|
|
do_shard('14 8 0',360 + random()*150, (v_forward * ((random() * 40) - 20)) +
|
|
(v_right * ((random() * 40) - 20)) +
|
|
(v_up * ((random() * 20) - 10)));
|
|
do_shard('14 8 0',360 + random()*150, (v_forward * ((random() * 40) - 20)) +
|
|
(v_right * ((random() * 40) - 20)) +
|
|
(v_up * ((random() * 20) - 10)));
|
|
if (random() < 0.5)
|
|
do_shard('14 8 0',360 + random()*150, (v_forward * ((random() * 40) - 20)) +
|
|
(v_right * ((random() * 40) - 20)) +
|
|
(v_up * ((random() * 20) - 10)));
|
|
if (random() < 0.5)
|
|
do_shard('14 8 0',360 + random()*150, (v_forward * ((random() * 40) - 20)) +
|
|
(v_right * ((random() * 40) - 20)) +
|
|
(v_up * ((random() * 20) - 10)));
|
|
if (random() < 0.5)
|
|
do_shard('14 8 0',360 + random()*150, (v_forward * ((random() * 40) - 20)) +
|
|
(v_right * ((random() * 40) - 20)) +
|
|
(v_up * ((random() * 20) - 10)));
|
|
}
|
|
else
|
|
{
|
|
sound (self, CHAN_WEAPON, "imp/fireball.wav", 1, ATTN_NORM);
|
|
do_fireball('14 8 0');
|
|
}
|
|
}
|
|
|
|
void imp_attack_anim() [++ $impfir1 .. $impfir21]
|
|
{
|
|
check_pos_enemy();
|
|
|
|
ai_face();
|
|
|
|
if(imp_check_defense())
|
|
return;
|
|
|
|
if (self.frame == $impfir17)
|
|
imp_attack();
|
|
else if (cycle_wrapped)
|
|
{
|
|
self.think=imp_fly;
|
|
if(visible(self.enemy)&&self.enemy.flags2&FL_ALIVE)
|
|
if(random()<0.2+skill/10)
|
|
self.think=imp_attack_anim;
|
|
self.attack_finished=time + 1;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
void imp_abort_swoop () [++ $swpout1 .. $swpout15]
|
|
{
|
|
check_pos_enemy();
|
|
if(self.velocity_x>10)
|
|
self.velocity_x/=2;
|
|
else
|
|
self.velocity_x=0;
|
|
|
|
if(self.velocity_x>10)
|
|
self.velocity_y/=2;
|
|
else
|
|
self.velocity_y=0;
|
|
|
|
if(self.frame==$swpout15)
|
|
{
|
|
self.attack_finished=time + 1;
|
|
self.think=imp_fly;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
void imp_swoop_end () [++ $swpend1 .. $swpend15]
|
|
{
|
|
check_pos_enemy();
|
|
self.flags (-) FL_ONGROUND;
|
|
|
|
// swoop him back up and slow down his forward velocity (xy)
|
|
self.velocity_z += 15;
|
|
self.velocity_x /= 1.2;
|
|
self.velocity_y /= 1.2;
|
|
|
|
if (self.frame == $swpend15)
|
|
{ // Finished swooping
|
|
self.attack_finished=time + 1;
|
|
self.velocity = '0 0 0';
|
|
self.yaw_speed = 8;
|
|
self.think=imp_hover;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
void imp_swoop_charge () [++ $swpcyc1 .. $swpcyc4]
|
|
{
|
|
vector dir,destiny,org;
|
|
check_pos_enemy();
|
|
destiny=self.enemy.origin+self.enemy.proj_ofs;
|
|
org=(self.absmin+self.absmax)*0.5;
|
|
enemy_vis=visible(self.enemy);
|
|
enemy_infront=infront(self.enemy);
|
|
enemy_range=vlen(destiny - org);
|
|
if(self.enemy.last_attack>time - 1 &&fov(self,self.enemy,45))
|
|
{
|
|
self.velocity_z+=200;
|
|
imp_abort_swoop();
|
|
}
|
|
else if(enemy_vis&&enemy_infront&&enemy_range<2000)
|
|
{
|
|
dir=normalize(destiny-org);
|
|
self.velocity=dir*(400+self.count*10);
|
|
ai_face();
|
|
|
|
self.count += 1;
|
|
|
|
if (self.flags & FL_ONGROUND || self.count > 30)
|
|
{ // Didn't hit our target, so go back up
|
|
self.flags (-) FL_ONGROUND;
|
|
imp_abort_swoop();
|
|
}
|
|
}
|
|
else
|
|
imp_abort_swoop();
|
|
}
|
|
|
|
void imp_enter_swoop () [++ $swoop1 .. $swoop20]
|
|
{
|
|
vector vec;
|
|
check_pos_enemy();
|
|
if(self.frame==$swoop1)
|
|
{
|
|
self.yaw_speed=15;
|
|
self.count=140;
|
|
self.velocity = '0 0 0';
|
|
|
|
sound (self, CHAN_BODY, "imp/swoop.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
ai_face();
|
|
self.count *= 1.15;
|
|
|
|
if (self.frame >= $swoop12)
|
|
{ // Start to swoop down
|
|
vec = normalize(self.enemy.origin - self.origin + self.enemy.proj_ofs);
|
|
self.velocity = vec*self.count;
|
|
if (self.frame <= $swoop13 )
|
|
{ // If we haven't pulled out yet, keep going straight down
|
|
self.velocity_x = self.velocity_y = 0;
|
|
}
|
|
if(self.origin_z - self.enemy.absmax_z>50&&self.frame==$swoop13)
|
|
self.frame=$swoop12;
|
|
}
|
|
|
|
if (self.frame == $swoop12 || self.frame == $swoop13 )
|
|
{ // Swoop down cycling frames
|
|
if (self.flags & FL_ONGROUND)
|
|
{ // Ran into something on the way down
|
|
self.flags (-) FL_ONGROUND;
|
|
self.frame = $swoop14;
|
|
self.count = 280;
|
|
}
|
|
if (self.origin_z - self.enemy.origin_z < 60)
|
|
{ // Have to flatten out soon
|
|
self.frame = $swoop14;
|
|
self.count = 280;
|
|
}
|
|
}
|
|
|
|
if(self.frame==$swoop20)
|
|
{
|
|
self.count=0;
|
|
self.think=imp_swoop_charge;
|
|
thinktime self : 0.05;
|
|
}
|
|
}
|
|
|
|
void imp_straight_swoop () [-- $swpout15 .. $swpout1]
|
|
{
|
|
check_pos_enemy();
|
|
ai_face();
|
|
if(imp_check_defense())
|
|
return;
|
|
|
|
if(self.frame==$swpout15)
|
|
{
|
|
self.yaw_speed=15;
|
|
self.count=140;
|
|
self.velocity = '0 0 0';
|
|
|
|
sound (self, CHAN_BODY, "imp/swoop.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
if(self.frame==$swpout1)
|
|
{
|
|
self.count=0;
|
|
self.think=imp_swoop_charge;
|
|
thinktime self : 0.05;
|
|
}
|
|
}
|
|
|
|
void() imp_touch =
|
|
{
|
|
float damg;
|
|
vector punch;
|
|
|
|
if((self.frame >= $swpcyc1 && self.frame <= $swpcyc4 )||(self.frame>=$swoop16 &&self.frame<=$swoop20))
|
|
{ // If we are in swoop attack frames
|
|
self.flags (-) FL_ONGROUND;
|
|
sound (self, CHAN_WEAPON, "imp/swoophit.wav", 1, ATTN_NORM);
|
|
|
|
self.think=imp_swoop_end;
|
|
if (other.takedamage)
|
|
{ // We sucessfully hit something
|
|
|
|
punch=normalize(self.angles)* -1;
|
|
punch *= damg;
|
|
other.punchangle=punch;
|
|
if(self.classname == "monster_imp_lord")
|
|
{
|
|
damg = (20 + (self.count *3));
|
|
T_Damage (other, self, self.owner, damg);
|
|
other.velocity_x += self.velocity_x*2;
|
|
other.velocity_y += self.velocity_y*2;
|
|
if(other.movetype==MOVETYPE_FLY)
|
|
{
|
|
if(other.flags&FL_ONGROUND)
|
|
other.velocity_z=200;
|
|
}
|
|
else
|
|
other.velocity_z=200;
|
|
other.flags(-)FL_ONGROUND;
|
|
}
|
|
else
|
|
{
|
|
damg = (10 + (self.count / 2));
|
|
T_Damage (other, self, self.owner, damg);
|
|
}
|
|
}
|
|
else if(vlen(self.velocity)>600)
|
|
{
|
|
makevectors(self.angles);
|
|
SpawnPuff(self.origin+self.proj_ofs+v_forward*self.absmax_x,'0 0 0',10,self);
|
|
self.pain_finished=-666;
|
|
self.think=self.th_pain;
|
|
}
|
|
self.velocity=other.velocity;//??
|
|
}
|
|
};
|
|
|
|
float imp_check_attack ()
|
|
{
|
|
float enemy_hdist,enemy_zdiff,swoop_no_drop;
|
|
vector destiny,org;
|
|
|
|
if(!self.monster_awake||self.enemy==world)
|
|
return FALSE;
|
|
|
|
enemy_vis=visible(self.enemy);
|
|
if (!enemy_vis)
|
|
{
|
|
if(self.mintel)
|
|
SetNextWaypoint();
|
|
self.attack_state = AS_STRAIGHT;
|
|
return FALSE;
|
|
}
|
|
else if(self.mintel)
|
|
{
|
|
self.goalentity=self.enemy;
|
|
self.wallspot=(self.enemy.absmin+self.enemy.absmax)*0.5;
|
|
}
|
|
|
|
if(self.attack_state==AS_FERRY)
|
|
return FALSE;
|
|
|
|
if (time < self.attack_finished)
|
|
return FALSE;
|
|
|
|
enemy_infront=infront(self.enemy);
|
|
if(!enemy_infront)
|
|
return FALSE;
|
|
|
|
enemy_range=range(self.enemy);
|
|
if (enemy_range == RANGE_FAR)
|
|
{
|
|
self.attack_state = AS_STRAIGHT;
|
|
return FALSE;
|
|
}
|
|
|
|
// see if any entities are in the way of the shot
|
|
|
|
destiny=self.enemy.origin+self.enemy.proj_ofs;
|
|
org=(self.absmin+self.absmax)*0.5;
|
|
|
|
self.attack_state = AS_STRAIGHT;
|
|
traceline (org, destiny, FALSE, self);
|
|
if (trace_ent != self.enemy)
|
|
{
|
|
// dprint("Imp shot blocked by: ");
|
|
// dprint(trace_ent.classname);
|
|
// dprint("\n");
|
|
if(trace_ent.health>25||!trace_ent.takedamage||(trace_ent.flags&FL_MONSTER&&trace_ent.classname!="player_sheep"))
|
|
{//Don't have a clear shot, and don't want to shoot obstruction
|
|
// dprint("\n");
|
|
self.attack_state = AS_SLIDING;
|
|
return FALSE;
|
|
}
|
|
// dprint("- trying to kill it\n");
|
|
}
|
|
|
|
if(random()<0.2+skill/10)
|
|
return FALSE;
|
|
|
|
if(!self.spawnflags & MONSTER_STAND_GROUND)
|
|
{
|
|
float swoop_no_drop;
|
|
swoop_no_drop=FALSE;
|
|
|
|
enemy_hdist=vhlen(destiny-org);
|
|
enemy_zdiff=org_z - destiny_z;
|
|
if(enemy_zdiff<=36&&random()<0.3)
|
|
swoop_no_drop=TRUE;
|
|
|
|
if((enemy_hdist>100&&enemy_zdiff>36)||swoop_no_drop)
|
|
{
|
|
tracearea(org,org-'0 0 1'*enemy_zdiff,'-16 -16 0','16 16 28',FALSE,self);
|
|
if(trace_fraction==1||swoop_no_drop)
|
|
{
|
|
if(swoop_no_drop)
|
|
tracearea(org,destiny,'-16 -16 0','16 16 28',FALSE,self);
|
|
else
|
|
tracearea(org-'0 0 1'*enemy_zdiff,destiny,'-16 -16 0','16 16 28',FALSE,self);
|
|
if(trace_ent==self.enemy)
|
|
{
|
|
if(swoop_no_drop)
|
|
self.think=imp_straight_swoop;
|
|
else
|
|
self.think=imp_enter_swoop;
|
|
thinktime self : 0;
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
self.think=imp_attack_anim;
|
|
thinktime self : 0;
|
|
return TRUE;
|
|
}
|
|
|
|
void imp_hover() [++ $impfly1 .. $impfly20]
|
|
{
|
|
float too_close;
|
|
checkenemy();
|
|
if(!self.enemy)
|
|
if(imp_find_target())
|
|
return;
|
|
|
|
self.velocity*=1/1.05;
|
|
ai_face();
|
|
imp_set_speeds();
|
|
check_z_move();
|
|
|
|
if(imp_check_defense())
|
|
return;
|
|
|
|
if(imp_check_attack())
|
|
return;
|
|
|
|
if(self.enemy!=world)
|
|
{
|
|
too_close=imp_check_too_close();
|
|
enemy_vis=visible(self.enemy);
|
|
if(!enemy_vis||too_close||self.attack_state==AS_SLIDING)
|
|
{
|
|
self.think=imp_fly;
|
|
thinktime self : 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(self.enemy!=world||self.goalentity!=world)
|
|
if(imp_new_action())
|
|
return;
|
|
}
|
|
|
|
void() stone_imp_awaken = [++ $impup7 .. $impup23]
|
|
{
|
|
if(self.frame==$impup10)
|
|
{
|
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
self.count = 0;
|
|
self.monster_awake = TRUE;
|
|
setsize (self, '-16 -16 0', '16 16 36');
|
|
self.hull=HULL_CROUCH;
|
|
self.mass = 3;
|
|
self.health=self.max_health;
|
|
self.flags (+) FL_MONSTER | FL_FLY;
|
|
self.movetype = MOVETYPE_FLY;
|
|
self.takedamage=DAMAGE_YES;
|
|
self.touch= imp_touch;
|
|
self.th_die = imp_die_init;
|
|
self.spawnflags (-) SF_IMP_DORMANT;
|
|
|
|
self.artifact_active (-) ARTFLAG_STONED;
|
|
sound (self, CHAN_VOICE, "fx/wallbrk.wav", 1, ATTN_NORM);
|
|
while(chunk_cnt < CHUNK_MAX)
|
|
{
|
|
CreateModelChunks(self.size,.7);
|
|
chunk_cnt+=1;
|
|
}
|
|
self.skin=self.oldskin;
|
|
if(self.skin)
|
|
self.classname="monster_imp_ice";
|
|
else
|
|
self.classname="monster_imp_fire";
|
|
|
|
self.thingtype=THINGTYPE_FLESH;
|
|
self.scale=1;
|
|
}
|
|
else if(self.frame==$impup23)
|
|
self.think=imp_fly;
|
|
};
|
|
|
|
void imp_pain_anim2 () [++ $impup6 .. $impup14]
|
|
{
|
|
check_pos_enemy();
|
|
if(self.frame==$impup14)
|
|
{
|
|
if (self.spawnflags & SF_IMP_DORMANT)
|
|
{
|
|
self.frame=$impup1;
|
|
self.think=stone_imp_awaken;
|
|
}
|
|
else
|
|
self.think=imp_hover;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
void imp_pain_anim1 () [-- $impup14 .. $impup6]
|
|
{
|
|
check_pos_enemy();
|
|
if(self.frame==$impup6)
|
|
{
|
|
self.think=imp_pain_anim2;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
void(entity attacker, float damage) imp_pain =
|
|
{
|
|
if(self.pain_finished>time)
|
|
return;
|
|
|
|
if(self.targetname!=""&&self.skin==2)
|
|
{
|
|
self.think=SUB_Null;
|
|
self.nextthink=-1;
|
|
return;
|
|
}
|
|
|
|
if(random()<0.5&&self.pain_finished!=-666)//FIXME: make more logical
|
|
return;
|
|
|
|
self.pain_finished=time+3;//only react to pain once every 3 seconds max
|
|
|
|
if(self.attack_state==AS_FERRY&&random()<0.2)
|
|
imp_drop();
|
|
|
|
//FIXME: pain sound
|
|
self.think=imp_pain_anim1;
|
|
thinktime self : 0;
|
|
};
|
|
|
|
void imp_use (void)
|
|
{
|
|
self.use=SUB_Null;
|
|
self.targetname="";
|
|
|
|
if(activator.classname=="player")
|
|
self.enemy=self.goalentity=activator;
|
|
else
|
|
dprint("ERROR: monster not activated by player!\n");
|
|
|
|
self.frame=$impup1;
|
|
self.think=stone_imp_awaken;
|
|
thinktime self : random();
|
|
}
|
|
|
|
float imp_find_target(void)
|
|
{ // Imp in waiting state
|
|
|
|
if (self.spawnflags & SF_IMP_DORMANT)
|
|
return FALSE;
|
|
|
|
if (LocateTarget())
|
|
{ // We found a target
|
|
self.goalentity = self.enemy;
|
|
self.think = self.th_run;
|
|
thinktime self : 0;
|
|
//self.nextthink = time + 6;//why 6?
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void imp_wait() [++ $impwat1 .. $impwat24]
|
|
{
|
|
if(imp_find_target())
|
|
return;
|
|
}
|
|
|
|
void imp_fly () [++ $impfly1 .. $impfly20]
|
|
{
|
|
imp_move();
|
|
|
|
if(imp_check_defense())
|
|
return;
|
|
|
|
if(imp_check_attack())
|
|
return;
|
|
|
|
if(imp_new_action())
|
|
return;
|
|
}
|
|
|
|
void imp_awaken () [++ $impup1 .. $impup23]
|
|
{
|
|
check_pos_enemy();
|
|
movestep(0,0,imp_up_amounts[self.frame - $impup1], FALSE);
|
|
walkmove(self.angles_y, imp_up_amounts[self.frame - $impup1] / 2.0, FALSE);
|
|
|
|
if (self.frame == $impup23)
|
|
{
|
|
self.monster_awake = TRUE;
|
|
self.think = imp_fly;
|
|
thinktime self : 0;
|
|
}
|
|
}
|
|
|
|
|
|
void impmonster_start_go ()
|
|
{
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
if (!self.yaw_speed)
|
|
self.yaw_speed = 5.0;
|
|
self.view_ofs = '0 0 25';
|
|
if(!self.use)
|
|
self.use = monster_use;
|
|
|
|
self.pausetime = 99999999;
|
|
|
|
if(self.targetname)
|
|
{
|
|
self.frame=$impwat1;
|
|
self.think=imp_use;
|
|
self.nextthink=-1;
|
|
}
|
|
else
|
|
self.th_stand ();
|
|
}
|
|
|
|
void impmonster_start ()
|
|
{
|
|
thinktime self : random(0.5);
|
|
|
|
self.think = impmonster_start_go;
|
|
total_monsters = total_monsters + 1;
|
|
}
|
|
|
|
void init_imp (float which_skin)
|
|
{
|
|
if (deathmatch&&self.wait!=-1&&self.classname!="monster_imp_lord")
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
if(!self.flags2&FL_SUMMONED)
|
|
{
|
|
precache_model2 ("models/imp.mdl");
|
|
precache_model2 ("models/h_imp.mdl");//empty for now
|
|
if (self.classname == "monster_imp_lord")
|
|
{
|
|
precache_model2 ("models/shardice.mdl");
|
|
precache_model ("models/fireball.mdl");
|
|
}
|
|
else if (self.classname == "monster_ice_imp"||self.classname == "monster_imp_ice")
|
|
precache_model2 ("models/shardice.mdl");
|
|
else
|
|
precache_model ("models/fireball.mdl");
|
|
precache_model2 ("models/ring.mdl");
|
|
precache_sound2("imp/up.wav");
|
|
precache_sound2("imp/die.wav");
|
|
precache_sound2("imp/swoophit.wav");
|
|
precache_sound2("imp/swoop.wav");
|
|
precache_sound2("imp/fly.wav");
|
|
precache_sound2("imp/fireball.wav");
|
|
precache_sound2("imp/shard.wav");
|
|
}
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
setmodel (self, "models/imp.mdl");
|
|
if (self.classname == "monster_imp_lord")
|
|
{
|
|
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
|
|
self.scale=2.5;
|
|
setsize (self, '-32 -32 0', '32 32 56');
|
|
self.hull=HULL_SCORPION;
|
|
}
|
|
else
|
|
{
|
|
setsize (self, '-16 -16 0', '16 16 36');
|
|
self.hull=HULL_CROUCH;
|
|
}
|
|
self.headmodel = "models/h_imp.mdl";
|
|
|
|
if(self.wait!=-1)
|
|
{
|
|
self.movetype = MOVETYPE_FLY;
|
|
self.takedamage=DAMAGE_YES;
|
|
|
|
self.skin = which_skin;
|
|
self.impType = which_skin;
|
|
if(which_skin==3)
|
|
self.flags (+) FL_COLDHEAL|FL_FIREHEAL;
|
|
else if(which_skin==1)
|
|
self.flags (+) FL_COLDHEAL;
|
|
else
|
|
self.flags (+) FL_FIREHEAL;
|
|
|
|
self.flags2 (+) FL_ALIVE;
|
|
self.thingtype=THINGTYPE_FLESH;
|
|
if (self.classname == "monster_imp_lord")
|
|
{
|
|
self.max_health=self.health = 400;
|
|
// self.experience_value = 3000;
|
|
self.mass = 10;
|
|
}
|
|
else
|
|
{
|
|
self.max_health=self.health = 100;
|
|
// self.experience_value = 500;
|
|
self.mass = 3;
|
|
}
|
|
self.mintel = 5;
|
|
|
|
if (self.spawnflags & MONSTER_HOVER)
|
|
{
|
|
self.th_stand = imp_hover;
|
|
self.th_walk = imp_fly;
|
|
}
|
|
else
|
|
{
|
|
self.th_stand = imp_wait;
|
|
self.th_walk = imp_awaken;
|
|
}
|
|
self.th_run = self.th_walk;
|
|
self.th_pain = imp_pain;
|
|
self.th_die = imp_die_init;
|
|
self.th_missile = imp_enter_swoop;
|
|
self.th_melee = imp_attack;
|
|
self.touch = imp_touch;
|
|
}
|
|
|
|
self.yaw_speed=8;
|
|
self.speed=10;
|
|
self.attack_state = AS_STRAIGHT;
|
|
self.level=0;
|
|
self.monster_awake = FALSE;
|
|
self.view_ofs=self.proj_ofs='0 0 25';
|
|
|
|
if (self.spawnflags & SF_IMP_DORMANT)
|
|
{
|
|
self.classname="gargoyle";
|
|
self.scale=1.5;
|
|
self.artifact_active (+) ARTFLAG_STONED;
|
|
setsize (self, '-16 -16 0', '16 16 36');
|
|
self.hull=HULL_CROUCH;
|
|
self.takedamage=DAMAGE_NO_GRENADE;
|
|
self.thingtype=THINGTYPE_GREYSTONE;
|
|
self.movetype=MOVETYPE_PUSHPULL;
|
|
self.touch=obj_push;
|
|
self.health+=100;
|
|
self.mass=100;
|
|
self.th_die = chunk_death;
|
|
if(self.wait!=-1)
|
|
{
|
|
self.use = imp_use;
|
|
self.oldskin = self.skin;
|
|
self.th_stand = imp_wait;
|
|
}
|
|
self.skin=2;
|
|
}
|
|
else
|
|
self.flags (+) FL_MONSTER | FL_FLY;
|
|
|
|
if(self.wait!=-1)
|
|
impmonster_start();
|
|
else
|
|
self.frame = $impwat1;
|
|
}
|
|
|
|
/*QUAKED monster_imp_ice (1 0.3 0) (-16 -16 0) (16 16 55) STAND HOVER x x DORMANT
|
|
Grunt monster - common. Shoots multiple ice shards. Can only be killed by defrosting it.
|
|
|
|
DORMANT = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
|
|
-------------------------FIELDS-------------------------
|
|
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void monster_imp_ice ()
|
|
{
|
|
init_imp(1);
|
|
}
|
|
|
|
/*QUAKED monster_imp_fire (1 0.3 0) (-16 -16 0) (16 16 55) STAND HOVER x x DORMANT
|
|
Grunt monster - common. Shoots a fireball. Can only be killed by defrosting it.
|
|
|
|
DORMANT = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
|
|
-------------------------FIELDS-------------------------
|
|
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void monster_imp_fire ()
|
|
{
|
|
init_imp(0);
|
|
}
|
|
|
|
/*QUAKED monster_imp_lord (1 0.3 0) (-16 -16 0) (16 16 55) STAND HOVER x x DORMANT
|
|
Grunt monster - common. Shoots multiple ice shards. Can only be killed by defrosting it.
|
|
|
|
DORMANT = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
|
|
-------------------------FIELDS-------------------------
|
|
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void monster_imp_lord ()
|
|
{
|
|
init_imp(3);
|
|
}
|