//************************************************************************** //** //** golem.hc //** //** $Header: /H2 Mission Pack/HCode/golem.hc 9 3/18/98 4:46p Mgummelt $ //** //************************************************************************** // FRAMES ------------------------------------------------------------------ // Common: Rest $frame rest1 rest2 rest3 rest4 rest5 rest6 rest7 rest8 rest9 rest10 $frame rest11 rest12 rest13 rest14 rest15 rest16 rest17 rest18 rest19 $frame rest20 rest21 rest22 // Common: Transition from run to rest $frame transa1 transa2 transa3 transa4 transa5 transa6 transa7 transa8 $frame transa9 transa10 transa11 transa12 transa13 // Common: Transition from rest to run $frame transb1 transb2 transb3 transb4 transb5 transb6 transb7 transb8 $frame transb9 transb10 transb11 transb12 transb13 // Common: Transition from still to run $frame wake1 wake2 wake3 wake4 wake5 wake6 wake7 wake8 wake9 wake10 $frame wake11 wake12 wake13 wake14 wake15 wake16 // Common: Walk $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19 $frame walk20 walk21 walk22 walk23 walk24 walk25 walk26 walk27 walk28 $frame walk29 walk30 walk31 walk32 walk33 walk34 // Common: Run $frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 $frame run13 run14 run15 run16 run17 run18 run19 run20 run21 run22 $frame run23 run24 // Common: Right hand punch attack $frame rpunch1 rpunch2 rpunch3 rpunch4 rpunch5 rpunch6 rpunch7 rpunch8 $frame rpunch9 rpunch10 rpunch11 rpunch12 rpunch13 rpunch14 rpunch15 $frame rpunch16 rpunch17 rpunch18 rpunch19 rpunch20 rpunch21 $frame rpunch22 rpunch23 rpunch24 // Common: Right hand pound attack $frame rpound1 rpound2 rpound3 rpound4 rpound5 rpound6 rpound7 rpound8 $frame rpound9 rpound10 rpound11 rpound12 rpound13 rpound14 rpound15 $frame rpound16 rpound17 rpound18 rpound19 rpound20 rpound21 $frame rpound22 rpound23 rpound24 // Common: Death $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame death10 death11 death12 death13 death14 death15 death16 death17 $frame death18 death19 death20 $frame death21 death22 $framesave x // Stone: Charge at the player $frame rush1 rush2 rush3 rush4 rush5 rush6 rush7 rush8 rush9 rush10 $frame rush11 rush12 rush13 rush14 rush15 rush16 rush17 rush18 rush19 $frame rush20 rush21 rush22 rush23 rush24 $framerestore x // Iron: Gem attack $frame igem1 igem2 igem3 igem4 igem5 igem6 igem7 igem8 igem9 igem10 $frame igem11 igem12 igem13 igem14 igem15 igem16 igem17 igem18 igem19 $frame igem20 igem21 igem22 igem23 igem24 $framerestore x // Bronze: Gem attack $frame bgem1 bgem2 bgem3 bgem4 bgem5 bgem6 bgem7 bgem8 bgem9 bgem10 $frame bgem11 bgem12 bgem13 bgem14 bgem15 bgem16 bgem17 bgem18 bgem19 $frame bgem20 bgem21 bgem22 bgem23 bgem24 // Bronze: Stomp attack $frame stomp1 stomp2 stomp3 stomp4 stomp5 stomp6 stomp7 stomp8 stomp9 $frame stomp10 stomp11 stomp12 stomp13 stomp14 stomp15 stomp16 stomp17 $frame stomp18 stomp19 stomp20 stomp21 stomp22 stomp23 stomp24 // CONSTANTS --------------------------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- void GolemInit(void); void GolemCUse(void); void GolemStand(void); void GolemWalk(void); void GolemRun(void); void GolemSMeleeDecide(void); void GolemIMeleeDecide(void); void GolemBMeleeDecide(void); void GolemPunchRight(void); void GolemPoundRight(void); void GolemSRushBegin(void); void GolemSRushSlide(void); void GolemSRushEnd(void); float GolemFlinch(float firstFrame, float lastFrame); void GolemSPain(void); void GolemIPain(void); void GolemBPain(void); void GolemDie(void); void GolemBBeamBegin(void); void GolemBStomp(void); void GolemIMissile(void); float GolemBCheckBeamAttack(); float GolemICheckMissileAttack(); // PRIVATE DATA DEFINITIONS ------------------------------------------------ // CODE -------------------------------------------------------------------- //========================================================================== // // monster_golem_stone // //========================================================================== /*QUAKED monster_golem_stone (1 0.3 0) (-32 -32 0) (32 32 88) AMBUSH STATUE JUMP PLAY_DEAD Stone Golem. ------- key / value ---------------------------- health = 200 experience_value = 125 ------- spawnflags ----------------------------- AMBUSH */ void monster_golem_stone(void) { if(deathmatch) { remove(self); return; } if(!self.th_init) { self.th_init=monster_golem_stone; self.init_org=self.origin; } if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN) { precache_model4("models/golem_s.mdl");//converted for MP precache_model3("models/goarm.mdl"); precache_model3("models/golegs.mdl"); precache_model3("models/g-head.mdl"); precache_sound3("golem/stnfall.wav"); precache_sound3("golem/stnpain.wav"); precache_sound3("golem/slide.wav"); precache_sound3("imp/swoophit.wav"); precache_sound3("golem/dthgroan.wav"); } self.thingtype = THINGTYPE_GREYSTONE; setmodel(self, "models/golem_s.mdl"); setsize(self, '-24 -24 0', '24 24 80'); GolemInit(); self.hull = HULL_PLAYER; if(!self.health) self.health = 200; if(!self.max_health) self.max_health=self.health; if(!self.experience_value) self.experience_value = 125; self.mintel = 4; self.th_melee = GolemSMeleeDecide; self.th_pain = GolemSPain; self.view_ofs = self.proj_ofs='0 0 64'; self.init_exp_val = self.experience_value; walkmonster_start(); } //========================================================================== // // monster_golem_iron // //========================================================================== /*QUAKED monster_golem_iron (1 0.3 0) (-55 -55 0) (55 55 120) AMBUSH STATUE Iron Golem. ------- key / value ---------------------------- health = 400 experience_value = 200 ------- spawnflags ----------------------------- AMBUSH */ void monster_golem_iron(void) { if(deathmatch) { remove(self); return; } if(!self.th_init) { self.th_init=monster_golem_iron; self.init_org=self.origin; } if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN) { precache_model4("models/golem_i.mdl");//converted for MP precache_model2("models/goarm.mdl"); precache_model2("models/golegs.mdl"); precache_model2("models/g-head.mdl"); precache_model2("models/golemmis.mdl"); precache_sound2("golem/mtlfall.wav"); precache_sound2("golem/mtlpain.wav"); precache_sound2("golem/gbfire.wav"); precache_sound2("golem/dthgroan.wav"); } self.thingtype = THINGTYPE_METAL; setmodel(self, "models/golem_i.mdl"); setsize(self, '-32 -32 0', '32 32 80'); GolemInit(); if(!self.health) self.health = 450; if(!self.max_health) self.max_health=self.health; self.mintel = 6; if(!self.experience_value) self.experience_value = 200; self.th_melee = GolemIMeleeDecide; self.th_pain = GolemIPain; self.view_ofs = self.proj_ofs='0 0 64'; self.init_exp_val = self.experience_value; walkmonster_start(); } //========================================================================== // // monster_golem_bronze // //========================================================================== /*QUAKED monster_golem_bronze (1 0.3 0) (-64 -64 0) (64 64 194) AMBUSH STATUE Bronze Golem. ------- key / value ---------------------------- health = 500 experience_value = 275 ------- spawnflags ----------------------------- AMBUSH */ void monster_golem_bronze(void) { if(deathmatch) { remove(self); return; } if(!self.th_init) { self.th_init=monster_golem_bronze; self.init_org=self.origin; } self.cnt = 0; if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN) { precache_model4("models/golem_b.mdl");//converted for MP precache_model2("models/goarm.mdl"); precache_model2("models/golegs.mdl"); precache_model2("models/g-head.mdl"); precache_sound2("golem/mtlfall.wav"); precache_sound2("golem/mtlpain.wav"); precache_sound2("golem/stomp.wav"); precache_sound2("golem/gbcharge.wav"); precache_sound2("golem/gbfire.wav"); precache_sound2("golem/dthgroan.wav"); } self.thingtype = THINGTYPE_METAL; setmodel(self, "models/golem_b.mdl"); setsize(self, '-60 -60 0', '60 60 190'); GolemInit(); if(!self.health) self.health = 650; if(!self.max_health) self.max_health=self.health; self.mintel = 8; if(!self.experience_value) self.experience_value = 275; self.th_melee = GolemBMeleeDecide; self.th_pain = GolemBPain; self.view_ofs = self.proj_ofs='0 0 115'; self.init_exp_val = self.experience_value; walkmonster_start(); } //========================================================================== // // monster_golem_crystal // //========================================================================== /*QUAKED monster_golem_crystal (1 0.3 0) (-32 -32 -24) (32 32 64) AMBUSH Crystal Golem. ------- key / value ---------------------------- health = 400 experience_value = 650 ------- spawnflags ----------------------------- AMBUSH */ void monster_golem_crystal(void) { if(deathmatch) { remove(self); return; } precache_model3("models/golem_s.mdl"); precache_sound3("golem/stnpain.wav"); precache_sound3("golem/slide.wav"); precache_sound3("golem/dthgroan.wav"); self.thingtype = THINGTYPE_ICE; setmodel(self, "models/golem_s.mdl"); setsize(self, '-24 -24 0', '24 24 80'); GolemInit(); self.hull = HULL_PLAYER; self.drawflags = DRF_TRANSLUCENT|MLS_ABSLIGHT; self.abslight = 1.4; self.skin = GLOBAL_SKIN_ICE; self.health = 400; if(!self.max_health) self.max_health=self.health; self.experience_value = 650; self.th_melee = GolemSMeleeDecide; self.th_pain = GolemSPain; self.use = GolemCUse; self.view_ofs = self.proj_ofs='0 0 64'; self.init_exp_val = self.experience_value; walkmonster_start(); self.takedamage = DAMAGE_NO; } //========================================================================== // // GolemInit // //========================================================================== void GolemInit(void) { self.netname="golem"; self.flags (+) FL_MONSTER; self.flags2 (+) FL_ALIVE; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.yaw_speed = 14; self.mass = 75; self.mintel = 2; self.hull = HULL_GOLEM; self.th_stand = GolemStand; self.th_walk = GolemWalk; self.th_run = GolemRun; self.th_die = GolemDie; if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN) { precache_sound3("golem/awaken.wav"); precache_sound3("golem/step.wav"); precache_sound3("golem/swing.wav"); } } //========================================================================== // // GolemCUse // //========================================================================== void GolemCUse(void) { self.takedamage = DAMAGE_YES; self.drawflags = DRF_TRANSLUCENT|MLS_CRYSTALGOLEM; } //========================================================================== // // GolemStand // //========================================================================== void golem_awaken () { sound(self,CHAN_AUTO,"golem/awaken.wav",1,ATTN_NORM); self.takedamage=DAMAGE_YES; if(activator.classname=="player") { self.enemy = activator; thinktime self : 0; self.think = FoundTarget; } else self.think=self.th_stand; } void GolemStand(void) [++ $rest1..$rest22] { if(self.spawnflags&2) { self.takedamage=DAMAGE_NO; self.use=self.think=golem_awaken; self.nextthink=-1; } else { ai_stand(); thinktime self : 0.2; } } //========================================================================== // // GolemWalk // //========================================================================== void GolemWalk(void) [++ $walk1..$walk34] { if(self.frame == $walk16 || self.frame == $walk33) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } ai_walk(2); } //========================================================================== // // GolemRun // //========================================================================== void GolemRun(void) [++ $run1..$run24] { float len; float hdiff; float dist, r; check_pos_enemy(); checkenemy(); if (coop && !visible(self.enemy)) LocateTarget(); if (self.classname == "monster_golem_stone" || self.classname == "monster_golem_crystal") { len = vlen(self.origin - self.enemy.origin); hdiff = fabs(self.origin_z - self.enemy.origin_z); if(len > 50 && len < 300 && hdiff < 80) { if(random() < 0.05) { GolemSRushBegin(); return; } } ai_run(8); } if (self.classname == "monster_golem_bronze") { dist = vlen(self.enemy.origin - self.origin); r = random(0, 10); if (dist < 100) GolemBMeleeDecide(); else if (dist > 256 && visible(self.enemy) && r < 0.6) { if (GolemBCheckBeamAttack() == 1) GolemBBeamBegin(); } else if (dist > 100 && dist < 256 && r < 0.3) GolemBStomp(); ai_run(8); } if (self.classname == "monster_golem_iron") { dist = vlen(self.enemy.origin - self.origin); r = random(0, 10); if (dist < 100) GolemBMeleeDecide(); else if (dist > 100 && visible(self.enemy) && r < 0.4) if (GolemICheckMissileAttack()) GolemIMissile(); ai_run(5); } if(self.frame == $run12 || self.frame == $run24) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } } void GolemDoMelee(float critical) { vector delta; float ldmg; if (!self.enemy) return; // removed before stroke delta = self.enemy.origin - self.origin; if (self.classname == "monster_golem_bronze") { if (vlen(delta) > 128) return; ldmg = random(15); } else if (self.classname == "monster_golem_iron") { if (vlen(delta) > 128) return; ldmg = random(12); } else { ldmg = random(8); if (vlen(delta) > 128) return; } if (critical) ldmg = ldmg * 1.5; if (self.attack_finished < time) { sound(self, CHAN_BODY, "imp/swoophit.wav", 1, ATTN_NORM); if(skill>=4) self.attack_finished=0; else self.attack_finished = time + 1; } if (self.enemy.health - ldmg <= 0 && critical&&self.enemy.flags2&FL_ALIVE) self.enemy.decap = 2; T_Damage (self.enemy, self, self, ldmg); } //========================================================================== // // GolemSMeleeDecide // //========================================================================== void GolemSMeleeDecide(void) { if(random() < 0.5) { GolemPunchRight(); } else { GolemPoundRight(); } } void GolemIMissileTouch(void) { if (other.health > 0 && other.flags & FL_ALIVE) T_Damage(other, self, self.owner, random(13,17)); remove(self); } void GolemIMissileThink(void) { if (self.count > time) HomeThink(); particle4(self.origin,20,random(128,143),PARTICLETYPE_GRAV,4); self.angles = vectoangles(self.velocity); self.think = GolemIMissileThink; thinktime self : 0.1; } void GolemISpawnMissile(vector vect, vector offset, float vel) { local entity missile; local vector vec; self.last_attack=time; missile = spawn (); missile.classname = "golem_iron_proj"; missile.owner = self; missile.enemy = missile.goalentity = self.enemy; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.yaw_speed = 3; missile.drawflags (+) MLS_POWERMODE | SCALE_TYPE_UNIFORM; missile.scale = 2.5; setmodel (missile, "models/golemmis.mdl"); setsize (missile, '0 0 0', '0 0 0'); // set missile speed makevectors (self.angles); setorigin (missile, self.origin + offset); vec = self.enemy.origin - missile.origin + self.enemy.view_ofs; vec = normalize(vec); vec += vect; missile.speed = 300; missile.velocity = vec * (300 - random(vel)); missile.angles = vectoangles(missile.velocity); missile.touch = GolemIMissileTouch; missile.think = GolemIMissileThink; missile.veer=0; //slight veering, random course modifications missile.turn_time = 0.5; missile.hoverz=TRUE; //slow down on turns missile.ideal_yaw=TRUE; missile.count = time + 2; thinktime missile : 0.2; } void GolemIMissile(void) [++ $igem1..$igem24] { vector vect; ai_face(); makevectors(self.angles); if (self.frame == $igem1) self.colormap = 128 + 16; if (self.frame == $igem1) { vect = self.origin + (v_forward * 16); particle4(vect + '0 0 90',15,256+random(128,143),PARTICLETYPE_GRAV,10); } self.colormap -= 0.5; if (self.frame == $igem17 && FacingIdeal()) { sound(self, CHAN_WEAPON, "golem/gbfire.wav", 1, ATTN_NORM); //GolemISpawnMissile(v_right * -1, '0 0 75', 20); GolemISpawnMissile('0 0 0', '0 0 75', 100); /*GolemISpawnMissile(v_right, '0 0 75', 20); GolemISpawnMissile(v_up * -1, '0 0 75', 20); GolemISpawnMissile(v_up, '0 0 75', 20);*/ self.think = self.th_run; self.colormap = 0; thinktime self : 0.1; } } //========================================================================== // // GolemIMeleeDecide // //========================================================================== void GolemIMeleeDecide(void) { if(random() < 0.5) { GolemPunchRight(); } else { GolemPoundRight(); } } //========================================================================== // // GolemBMeleeDecide // //========================================================================== void GolemBMeleeDecide(void) { if(random() < 0.5) { GolemPunchRight(); } else { GolemPoundRight(); } } //========================================================================== // // GolemPunchRight // //========================================================================== void GolemPunchRight(void) [++ $rpunch1..$rpunch24] { vector checkPos; if(cycle_wrapped) { GolemRun(); return; } if(self.frame == $rpunch10) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); sound(self, CHAN_WEAPON, "golem/swing.wav", 1, ATTN_NORM); } else if(self.frame == $rpunch24) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } //ai_charge(8); ai_face(); if (!walkmove(self.angles_y, 8, TRUE)) { if (trace_ent.health <= 0) return; } if(self.frame > $rpunch10 && self.frame < $rpunch16) { makevectors(self.enemy.angles); checkPos = self.enemy.origin + (v_forward * -24); checkPos_z = self.enemy.origin_z + self.enemy.view_ofs_z; traceline(self.enemy.origin, checkPos, FALSE, self.enemy); if (trace_fraction < 1&&!trace_ent.flags2&FL_ALIVE) GolemDoMelee(1); else GolemDoMelee(0); } } //========================================================================== // // GolemPoundRight // //========================================================================== void GolemPoundRight(void) [++ $rpound1..$rpound24] { vector checkPos; if(cycle_wrapped) { GolemRun(); return; } if(self.frame == $rpound10) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); sound(self, CHAN_WEAPON, "golem/swing.wav", 1, ATTN_NORM); } else if(self.frame == $rpound24) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } ai_face(); if (!walkmove(self.angles_y, 10, TRUE)) { if (trace_ent.health <= 0) return; } if(self.frame > $rpound10 && self.frame < $rpound16) { makevectors(self.enemy.angles); checkPos = self.enemy.origin + (v_forward * -24); checkPos_z = self.enemy.origin_z + self.enemy.view_ofs_z; traceline(self.enemy.origin, checkPos, FALSE, self.enemy); if (trace_fraction < 1) GolemDoMelee(1); else GolemDoMelee(0); } } //========================================================================== // // GolemSRushBegin // //========================================================================== void GolemSRushBegin(void) [++ $rush1..$rush12] { if(self.frame == $rush12) { self.golemSlideCounter = 8; self.think = GolemSRushSlide; sound(self, CHAN_WEAPON, "golem/slide.wav", 1, ATTN_NORM); } else if(self.frame == $rush10) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } //ai_charge(5); ai_face(); if (!walkmove(self.angles_y, 5, TRUE)) { if (trace_ent.health <= 0) return; } } //========================================================================== // // GolemSRushSlide // //========================================================================== void GolemSRushSlide(void) [$rush12 GolemSRushSlide] { if(walkmove(self.angles_y, 20, FALSE)) { if(random() < 0.2) { CreateWhiteSmoke(self.origin,'0 0 8',HX_FRAME_TIME * 2); } } else { self.think = GolemSRushEnd; return; } self.golemSlideCounter -= 1; if(self.golemSlideCounter < 0) { self.think = GolemSRushEnd; } } float GolemBCheckBeamAttack(void) { vector p1, p2, off; float dist; makevectors(self.angles); dist = vlen(self.enemy.origin - self.origin); off = v_forward * 15 + v_right * 1; p1 = self.origin + '0 0 92' + off; p2 = p1 + (v_forward * dist); p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z; traceline(p1, p2, FALSE, self); if (trace_ent == self.enemy) return 1; return 0; } float GolemICheckMissileAttack(void) { vector p1, p2, off; float dist; makevectors(self.angles); dist = vlen(self.enemy.origin - self.origin); off = v_forward * 15 + v_right * 1; p1 = self.origin + '0 0 92' + off; p2 = p1 + (v_forward * dist); p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z; traceline(p1, p2, FALSE, self); if (trace_ent == self.enemy) return 1; return 0; } void GolemBBeamFinish(void) [++ $bgem18..$bgem24] { if (self.frame == $bgem24) { self.colormap = 0; self.think = self.th_run; thinktime self : 0.1; return; } } void GolemDoBeam(float offset, float damage) { vector p1, p2, off, dir; float dist; makevectors(self.angles); dist = vlen(self.enemy.origin - self.origin); off = v_forward * 15 + v_right * 1; p1 = self.origin + '0 0 92' + off; dist = vlen(p1 - self.enemy.origin + self.enemy.proj_ofs - '0 0 6'); /*p2 = p1 + (v_forward * dist + v_right * offset); p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z;*/ dir = normalize(v_forward*100 + v_right * offset); p2 = p1 + dir*dist; p2_z = self.enemy.origin_z + self.enemy.proj_ofs_z - 6; dir = normalize(p2-p1); traceline(p1, p2+dir*(dist/2), FALSE, self); //traceline(p1, p2, FALSE, self); if (trace_ent != world && trace_ent.health > 0) { sound(trace_ent,CHAN_AUTO,"crusader/sunhit.wav",1,ATTN_NORM); if (trace_ent.health - damage <= 0) trace_ent.decap = TRUE; if (trace_ent.flags & FL_MONSTER) T_Damage(trace_ent,self,self,damage/2); else T_Damage(trace_ent,self,self,damage); } SpawnPuff(trace_endpos, '0 0 10', 1, trace_ent); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type WriteEntity (MSG_BROADCAST, self); //owner WriteByte (MSG_BROADCAST, 0); //tag + flags WriteByte (MSG_BROADCAST, 1); //time WriteByte (MSG_BROADCAST, 2); //color WriteCoord (MSG_BROADCAST, p1_x); WriteCoord (MSG_BROADCAST, p1_y); WriteCoord (MSG_BROADCAST, p1_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); } void GolemBBeamFireArch1(void) [$bgem18 GolemBBeamFireArch1] { if (self.golemBeamDelay < time) { self.think = GolemBBeamFinish; thinktime self : 0.1; return; } self.golemBeamOff1 += 5; GolemDoBeam(self.golemBeamOff1, random(7, 12)); } void GolemBBeamFireArch2(void) [$bgem18 GolemBBeamFireArch2] { if (self.golemBeamDelay < time) { self.think = GolemBBeamFinish; thinktime self : 0.1; return; } if (!self.golemBeamOff2) self.golemBeamOff1 += 10; else self.golemBeamOff1 -= 10; if (self.golemBeamOff1 == 100) self.golemBeamOff2 = 1; GolemDoBeam(self.golemBeamOff1, random(7, 12)); } void GolemBBeamFire(void) [++ $bgem11..$bgem18] { float r; ai_face(); if (self.frame == $bgem18) { r = random(); if (visible(self.enemy) && FacingIdeal()) { sound(self, CHAN_WEAPON, "golem/gbfire.wav", 1, ATTN_NORM); if (r < 0.5) { self.golemBeamDelay = time + 2; self.golemBeamOff1 = -100; self.think = GolemBBeamFireArch1; thinktime self : 0.1; } else { self.golemBeamDelay = time + 2; self.golemBeamOff1 = -100; self.golemBeamOff2 = 0; self.think = GolemBBeamFireArch2; thinktime self : 0.1; } } else { self.think = self.th_run; thinktime self : 0.1; } } } void GolemBBeamPause(void) [$bgem11 GolemBBeamPause] { if (self.golemBeamDelay < time && !self.cnt) { self.golemBeamDelay = time + 0.5; self.cnt = 1; self.colormap = 176 + 16; } self.colormap -= 1; if (self.golemBeamDelay > time) { particle4(self.origin + self.view_ofs,5,185 + random(6),PARTICLETYPE_SLOWGRAV,1); ai_face(); return; } self.cnt = 0; GolemBBeamFire(); } //========================================================================== // // GolemBBeam // //========================================================================== void GolemBBeamBegin(void) [++ $bgem1..$bgem11] { sound(self, CHAN_WEAPON, "golem/gbcharge.wav", 1, ATTN_NORM); if (self.frame == $bgem11) { thinktime self : 0.1; self.think = GolemBBeamPause; } } void GolemBStompEffect(void) { float dist; dist = vlen(self.enemy.origin - self.origin); MonsterQuake(350); if (dist < 350) T_Damage(self.enemy, self, self, random(50/dist)); } //========================================================================== // // GolemBStomp // //========================================================================== void GolemBStomp(void) [++ $stomp1..$stomp24] { float numPuffs; vector vect; if (self.frame == $stomp13) { sound(self, CHAN_BODY, "golem/stomp.wav", 1, ATTN_NORM); numPuffs = random(4,10); makevectors(self.angles); while(numPuffs > 0) { vect_x = self.origin_x; vect_y = self.origin_y; vect_z = self.absmin_z; vect_z += v_up_z * 3; vect_x += v_forward_x * random(0, self.size_x); vect_y += v_forward_y * random(0, self.size_y); particle4(vect,20+random(1,10),256+random(90, 95),PARTICLETYPE_GRAV,30); numPuffs -= 1; } GolemBStompEffect(); } if (self.frame == $stomp24) { self.think = self.th_run; thinktime self : 0.1; } } void GolemICheckRushDamage( void ) { float r; float damage; if(!self.enemy) return; r = vlen(self.enemy.origin - self.origin); damage = random(20,30); if (infront(self.enemy) && r < 60) { sound(self, CHAN_BODY, "imp/swoophit.wav", 1, ATTN_NORM); makevectors(self.angles); self.enemy.flags (-) FL_ONGROUND; self.enemy.velocity = (v_forward * (damage * 20)); self.enemy.velocity_z = random(300, 350); T_Damage(self.enemy, self, self, damage); } } //========================================================================== // // GolemSRushEnd // //========================================================================== void GolemSRushEnd(void) [++ $rush13..$rush24] { if(cycle_wrapped) { GolemRun(); return; } if (self.frame == $rush15) { GolemICheckRushDamage(); } if(self.frame == $rush24) { sound(self, CHAN_BODY, "golem/step.wav", 1, ATTN_NORM); } //ai_charge(4); ai_face(); if (!walkmove(self.angles_y, 4, TRUE)) { if (trace_ent.health <= 0) return; } } //========================================================================== // // GolemFlinch // //========================================================================== float GolemFlinch(float firstFrame, float lastFrame) { if(self.frame < firstFrame || self.frame > lastFrame) { return 0; } self.nextthink += 0.1+random()*0.2; self.frame = self.frame - 8 - rint(random() * 12); self.pain_finished = time + 1; if(self.frame < firstFrame) { // Wrap self.frame = lastFrame + 1 - (firstFrame - self.frame); } return 1; } //========================================================================== // // GolemSPain // //========================================================================== void GolemSPain(void) { if(self.pain_finished > time) { return; } //if(GolemFlinch($gwalk1, $gwalk60)) return; //if(GolemFlinch($gLpnch1, $gLpnch22)) return; //if(GolemFlinch($gRpnch1, $gRpnch22)) return; //GolemFlinch($run1, $run24); } //========================================================================== // // GolemIPain // //========================================================================== void GolemIPain(void) { if(self.pain_finished > time) { return; } //if(GolemFlinch($gwalk1, $gwalk60)) return; //if(GolemFlinch($ggem1, $ggem25)) return; //if(GolemFlinch($gRpnch1, $gRpnch22)) return; //GolemFlinch($run1, $run24); } //========================================================================== // // GolemBPain // //========================================================================== void GolemBPain(void) { if(self.pain_finished > time) { return; } //if(GolemFlinch($gwalk1, $gwalk60)) return; //if(GolemFlinch($ggem1, $ggem25)) return; //if(GolemFlinch($gLpnch1, $gLpnch22)) return; //if(GolemFlinch($gRpnd1, $gRpnd20)) return; //GolemFlinch($run1, $run24); } float GolemCheckSolidGround( void ) { vector p1, p2, p3, p4, destin; float numSolid = 4; makevectors(self.angles); p1 = self.origin + (v_forward * (self.size_y * 0.8)); p2 = self.origin - (v_forward * (self.size_y * 0.8)); p3 = self.origin + (v_right * (self.size_x * 0.5)); p4 = self.origin - (v_right * (self.size_x * 0.5)); destin = p1 - (v_up * self.size_y); traceline(p1, destin, FALSE, self); if (trace_fraction == 1) numSolid -= 1; destin = p2 - (v_up * self.size_y); traceline(p2, destin, FALSE, self); if (trace_fraction == 1) numSolid -= 1; destin = p3 - (v_up * self.size_y); traceline(p3, destin, FALSE, self); if (trace_fraction == 1) numSolid -= 1; destin = p4 - (v_up * 2); traceline(p4, destin, FALSE, self); if (trace_fraction == 1) numSolid -= 1; if (numSolid < 3) return 0; return 1; } void GolemChunkPlace(string gibname, vector pos, vector vel) { local entity new; makevectors(self.angles); new = spawn(); new.origin = pos; setmodel (new, gibname); setsize (new, '0 0 0', '0 0 0'); new.velocity = vel; new.movetype = MOVETYPE_BOUNCE; new.solid = SOLID_NOT; new.angles = self.angles; if (gibname != "models/golegs.mdl") { new.avelocity_y = random(100,500); new.velocity_x += random(v_forward_x * 100,v_forward_x * 300); new.velocity_y += random(v_forward_y * 100,v_forward_y * 300); new.velocity_z += random(v_forward_z * 350,v_forward_z * 600); new.flags (-) FL_ONGROUND; } if (self.classname == "monster_golem_crystal") { new.drawflags = DRF_TRANSLUCENT|MLS_ABSLIGHT; new.abslight = 1.4; new.skin = GLOBAL_SKIN_ICE; } if (self.classname == "monster_golem_stone") new.skin = 0; if (self.classname == "monster_golem_iron") { new.scale = 1.5; new.skin = 1; } if (self.classname == "monster_golem_bronze") { new.scale = 2.0; new.skin = 2; } new.think = SUB_Remove; new.ltime = time; new.nextthink = time + 10 + random()*10; new.frame = 0; new.flags = 0; } void GolemChunkDeath(void) { float numPuffs; vector vect, dir; makevectors(self.angles); dir = v_right*random(150, 200); dir_z = random(100, 300); GolemChunkPlace("models/goarm.mdl", self.origin + (v_right * 16), dir); dir = v_right*random(150, 200)*-1; dir_z = random(100, 300); GolemChunkPlace("models/goarm.mdl", self.origin + (v_right * -16), dir); GolemChunkPlace("models/golegs.mdl", self.origin + (v_forward * -12), '0 0 0'); GolemChunkPlace("models/g-head.mdl", self.origin + (v_forward * random(10, 20)), '0 0 250'); numPuffs = random(4,10); while(numPuffs > 0) { vect = self.origin; vect_z += v_up_z * 4; vect_x += v_forward_x * random(0, self.size_x); vect_y += v_forward_y * random(0, self.size_y); particle4(vect,20+random(1,10),256+random(90, 95),PARTICLETYPE_GRAV,10); numPuffs -= 1; } if (self.classname == "monster_golem_crystal") self.thingtype = THINGTYPE_ICE; self.think = chunk_death; thinktime self: 0.1; } void GolemDeathFinish(void) [++ $death12..$death22] { if(self.frame == $death22) { self.nextthink = -1; if(self.classname == "monster_golem_stone" || self.classname == "monster_golem_crystal") { sound(self, CHAN_BODY, "golem/stnfall.wav", 1, ATTN_NORM); } else if(self.classname == "monster_golem_iron") { sound(self, CHAN_BODY, "golem/mtlfall.wav", 1, ATTN_NORM); } else { // Assumed bronze sound(self, CHAN_BODY, "golem/mtlfall.wav", 1, ATTN_NORM); } if (GolemCheckSolidGround()) { GolemChunkDeath(); //MakeSolidCorpse(); } else { self.think = chunk_death; thinktime self : 0.1; } return; } if(self.frame == $death16) { self.solid = SOLID_NOT; } if (self.frame > $death16) { makevectors(self.angles); self.origin += v_forward * 4; } if(self.health < -50) { self.think = chunk_death; } thinktime self : 0.07; } void GolemDeathPause(void) [$death11 GolemDeathPause] { vector vect; if ((self.cnt - time) == 1) { sound(self, CHAN_BODY, "golem/dthgroan.wav", 1, ATTN_NORM); if (self.classname == "monster_golem_bronze") { makevectors(self.angles); vect = self.origin + (v_forward * (self.size_x / 2)); particle4(vect + '0 0 80',15,256+random(184, 191),PARTICLETYPE_GRAV,10); } if (self.classname == "monster_golem_iron") { makevectors(self.angles); vect = self.origin + (v_forward * (self.size_x / 2)); particle4(vect + '0 0 70',15,256+random(128,143),PARTICLETYPE_GRAV,10); } } if (self.cnt < time) GolemDeathFinish(); } //========================================================================== // // GolemDie // //========================================================================== void GolemDie(void) [++ $death1..$death11] { self.colormap = 0; if (self.frame == $death11) { if (self.classname == "monster_golem_bronze" || self.classname == "monster_golem_iron") sound(self, CHAN_BODY, "golem/mtlpain.wav", 1, ATTN_NORM); else sound(self, CHAN_BODY, "golem/stnpain.wav", 1, ATTN_NORM); self.cnt = time + 1; GolemDeathPause(); } }