1002 lines
20 KiB
C++
1002 lines
20 KiB
C++
/*
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* $Header: /H2 Mission Pack/HCode/hydra.hc 7 3/09/98 3:05p Mgummelt $
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*/
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/*
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==============================================================================
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Q:\art\models\monsters\hydra\final\hydra.hc
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\monsters\hydra\final
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$origin 0 0 0
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$base base 450 200
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$skin skin1
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$flags 0
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//
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$frame hadie1 hadie2 hadie3 hadie4 hadie5
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$frame hadie6 hadie7 hadie8 hadie9 hadie10
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$frame hadie11 hadie12 hadie13 hadie14 hadie15
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$frame hadie16 hadie17 hadie18 hadie19 hadie20
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$frame hadie21 hadie22 hadie23 hadie24 hadie25
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$frame hadie26 hadie27 hadie28 hadie29 hadie30
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$frame hadie31 hadie32 hadie33 hadie34 hadie35
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$frame hadie36
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//
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$frame hapan1 hapan2 hapan3 hapan4 hapan5
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$frame hapan6 hapan7 hapan8 hapan9 hapan10
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//
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$frame hlft1 hlft2 hlft3 hlft4 hlft5
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$frame hlft6 hlft7 hlft8 hlft9 hlft10
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$frame hlft11 hlft12 hlft13 hlft14 hlft15
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$frame hlft16 hlft17 hlft18 hlft19 hlft20
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$frame hlft21 hlft22 hlft23 hlft24 hlft25
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$frame hlft26 hlft27 hlft28 hlft29 hlft30
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//
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$frame hopen1 hopen2 hopen3 hopen4 hopen5
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$frame hopen6 hopen7 hopen8
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//
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$frame hrit1 hrit2 hrit3 hrit4 hrit5
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$frame hrit6 hrit7 hrit8 hrit9 hrit10
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$frame hrit11 hrit12 hrit13 hrit14 hrit15
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$frame hrit16 hrit17 hrit18 hrit19 hrit20
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$frame hrit21 hrit22 hrit23 hrit24 hrit25
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$frame hrit26 hrit27 hrit28 hrit29 hrit30
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//
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$frame hsdie1 hsdie2 hsdie3 hsdie4 hsdie5
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$frame hsdie6 hsdie7 hsdie8 hsdie9 hsdie10
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$frame hsdie11 hsdie12 hsdie13 hsdie14 hsdie15
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$frame hsdie16 hsdie17 hsdie18 hsdie19 hsdie20
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$frame hsdie21 hsdie22 hsdie23 hsdie24 hsdie25
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$frame hsdie26 hsdie27 hsdie28 hsdie29 hsdie30
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$frame hsdie31 hsdie32 hsdie33 hsdie34 hsdie35
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$frame hsdie36
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//
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$frame hspan1 hspan2 hspan3 hspan4 hspan5
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$frame hspan6 hspan7 hspan8 hspan9 hspan10
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//
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$frame hspit1 hspit2 hspit3 hspit4 hspit5
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$frame hspit6 hspit7 hspit8 hspit9 hspit10
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$frame hspit11 hspit12
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//
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$frame hswim1 hswim2 hswim3 hswim4 hswim5
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$frame hswim6 hswim7 hswim8 hswim9 hswim10
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$frame hswim11 hswim12 hswim13 hswim14 hswim15
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$frame hswim16 hswim17 hswim18 hswim19 hswim20
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//
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$frame htent1 htent2 htent3 htent4 htent5
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$frame htent6 htent7 htent8 htent9 htent10
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$frame htent11 htent12 htent13 htent14 htent15
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$frame htent16 htent17 htent18 htent19 htent20
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$frame htent21 htent22 htent23 htent24
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// Monster Stages
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float HYDRA_STAGE_WAIT = 0;
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float HYDRA_STAGE_SWIM = 1;
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float HYDRA_STAGE_FLOAT = 2;
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float HYDRA_STAGE_STRAIGHT = 3;
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float HYDRA_STAGE_REVERSE = 4;
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float HYDRA_STAGE_CHARGE = 5;
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float HYDRA_STAGE_ATTACK = 10;
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void hydra_attack(void);
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void hydra_CloseFrames(void);
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void hydra_move(float thrust);
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void hydra_bob(void);
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void hydra_init(void)
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{ // Set the hydra ready for swim
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.think = self.th_run;
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thinktime self : random(.1,.6);
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self.count = 0;
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self.monster_stage = HYDRA_STAGE_SWIM;
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self.hydra_FloatTo = 0;
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self.goalentity = self.enemy;
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self.monster_awake = TRUE;
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}
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void hydra_wait(void)
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{
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if (LocateTarget())
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{ // We found a target
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hydra_init();
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}
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}
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// Starting frames for making a large turn
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//void hydra_BigLeft(void);
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//void hydra_BigRight(void);
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// Starting frames for making a short turn
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//void hydra_ShortLeft(void);
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//void hydra_ShortRight(void);
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void hydra_OpenFrames(void);
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void hydra_TentFrames(void);
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void hydra_SpitFrames(void);
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float hydra_check_blind_melee();
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void hydra_charge_finish()
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{
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self.yaw_speed = 5;
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self.cnt = time + random(5,10);
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if (CheckMonsterAttack(MA_MELEE, 3.0))
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{
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self.monster_stage += HYDRA_STAGE_ATTACK;
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self.monster_check = 0;
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self.think = hydra_attack;
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thinktime self : 0.05;
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return;
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}
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self.monster_stage = HYDRA_STAGE_SWIM;
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self.think = self.th_run;
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thinktime self : 0.1;
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}
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void hydra_charge()
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{
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float dist;
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self.yaw_speed = 8;
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check_pos_enemy();
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ai_face();
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dist = vlen(self.enemy.origin - self.origin);
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movetogoal(dist / 8);
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if (range(self.enemy) == RANGE_MELEE)
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{
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self.monster_check = 0;
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hydra_charge_finish();
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return;
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}
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if (self.hydra_chargeTime < time)
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{
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self.monster_check = 0;
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hydra_charge_finish();
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return;
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}
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self.think = hydra_charge;
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thinktime self : 0.05;
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}
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float hydra_check_blind_melee(void)
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{
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float dist, c1;//, c2;
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if (self.enemy.watertype != CONTENT_WATER) return 0;
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if (self.cnt > time) return 0;
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dist = vhlen(self.enemy.origin - self.origin);
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traceline(self.origin, self.enemy.origin, FALSE, self);
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c1 = fov(self, self.enemy, 80);
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if ((dist < 256) && c1 && trace_ent == self.enemy)
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{
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if (random() < 0.2)
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return 1;
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}
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return 0;
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}
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void hydra_blind(void)
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{
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stuffcmd (self.enemy, "df\n");
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self.hydra_chargeTime = time + 1;
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self.think = hydra_charge;
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thinktime self : 0.05;
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}
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void hydra_checkForBlind(void)
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{
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float r;
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r = pointcontents(self.enemy.origin);
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if (r != CONTENT_WATER)
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{
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self.think = self.th_run;
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thinktime self : 0.1;
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return;
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}
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r = vhlen(self.enemy.origin - self.origin);
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if ((r < 256) && (fov(self, self.enemy, 80)) && (fov(self.enemy, self, 80)))
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{
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thinktime self : 0.1;
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self.think = hydra_blind;
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}
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else
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{
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self.think = self.th_run;
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thinktime self : 0.1;
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}
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}
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void hydra_swim(float thrust)
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{
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float dist;
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float temp;
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if (self.velocity) self.velocity = self.velocity * 0.7;
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if (!self.enemy.flags2 & FL_ALIVE)
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{
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self.goalentity = self.enemy = world;
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self.monster_stage = HYDRA_STAGE_WAIT;
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return;
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}
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dist = (4.0 + thrust*6); // Movement distance this turn
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movetogoal(dist);
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if (self.hydra_FloatTo == 0)
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{
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dist = self.enemy.origin_z - self.origin_z;
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if (dist < -50) self.hydra_FloatTo = dist - random(60);
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else if (dist > 50) self.hydra_FloatTo = dist + random(60);
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}
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if (self.hydra_FloatTo < -10)
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{
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temp = random(-3.5,-2.5);
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// movestep(0,0,temp, FALSE);
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self.hydra_FloatTo -= temp;
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}
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else if (self.hydra_FloatTo > 10)
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{
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temp = random(2.5,3.5);
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// movestep(0,0,temp, FALSE);
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self.hydra_FloatTo -= temp;
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}
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else self.hydra_FloatTo = 0;
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self.th_save = self.think;
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//checkenemy();
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enemy_range = range (self.enemy);
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if (hydra_check_blind_melee())
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{
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self.monster_check = 2;
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hydra_attack();
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}
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dist = vlen(self.enemy.origin - self.origin);
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if (dist > 350)
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{
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if (CheckMonsterAttack(MA_MISSILE,8.0))
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return;
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}
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else
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CheckMonsterAttack(MA_MELEE,3.0);
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}
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void hydra_float(void)
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{
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float Length;
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if (self.velocity) self.velocity = self.velocity * 0.7;
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Length = vhlen(self.origin - self.enemy.origin);
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if (Length < 300.0)
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{
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self.monster_stage = HYDRA_STAGE_SWIM;
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self.hydra_FloatTo = 0;
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return;
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}
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/*self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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ChangeYaw();*/
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ai_face();
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self.th_save = self.think;
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enemy_range = range (self.enemy);
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if (hydra_check_blind_melee())
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{
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self.monster_check = 2;
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hydra_attack();
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}
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CheckMonsterAttack(MA_MISSILE,8.0);
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}
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/*
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void hydra_reverse(void)
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{
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float retval;
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float dist;
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self.monster_duration -= 1;
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dist = 4.0; // Movement distance this turn
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retval = walkmove(self.angles_y + 180, dist, FALSE);
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//self.monster_stage = HYDRA_STAGE_FLOAT;
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}
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*/
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void hydra_move(float thrust)
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{
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check_pos_enemy();
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if (self.monster_stage == HYDRA_STAGE_SWIM)
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{
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hydra_swim(thrust);
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return;
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}
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else if (self.monster_stage == HYDRA_STAGE_FLOAT)
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{
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hydra_float();
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return;
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}
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else if (self.monster_stage == HYDRA_STAGE_WAIT)
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{
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hydra_wait();
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return;
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}
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else if (self.monster_stage == HYDRA_STAGE_REVERSE)
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{
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// hydra_reverse();
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return;
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}
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}
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void hydra_attack(void)
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{
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if (self.monster_check > 0)
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{
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hydra_SpitFrames();
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}
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else
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{
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hydra_TentFrames();
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}
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}
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void hydra_fire(void)
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{
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sound (self, CHAN_WEAPON, "hydra/spit.wav", 1, ATTN_NORM);
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do_spit('0 0 0');
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do_spit('0 0 0');
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do_spit('0 0 0');
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}
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void hydra_tent(float TryHit)
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{
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ai_face();
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check_pos_enemy();
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if (TryHit)
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{
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makevectors(self.angles);
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traceline(self.origin,self.origin+v_forward*128,FALSE,self);
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if (trace_ent.takedamage)
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{
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sound (self, CHAN_WEAPON, "hydra/tent.wav", 1, ATTN_NORM);
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T_Damage (trace_ent, self, self, random(1,2));
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}
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else
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movetogoal(15);
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}
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}
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void hydra_open(void)
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{
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ai_face();
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}
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void hydra_bob(void)
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{
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local float rnd1, rnd2, rnd3;
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// local vector vtmp1, modi;
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rnd1 = self.velocity_x + random(-10,10);
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rnd2 = self.velocity_y + random(-10,10);
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rnd3 = self.velocity_z + random(10);
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if (rnd1 > 10)
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rnd1 = 10;
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if (rnd1 < -10)
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rnd1 = -10;
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if (rnd2 > 10)
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rnd2 = 10;
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if (rnd2 < -10)
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rnd2 = -10;
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/* if (rnd3 < 10)
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rnd3 = 15;*/
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if (rnd3 > 55)
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rnd3 = 50;
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self.velocity_x = rnd1;
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self.velocity_y = rnd2;
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self.velocity_z = rnd3;
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}
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// Swimming
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float hydra_Swim[20] =
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{
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-0.2,
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-0.1,
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0.0,
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0.1, // Top going down
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0.2,
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0.3,
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0.4,
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0.5, // middle
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0.4,
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0.3,
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0.2,
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0.1, // bottom
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0.0,
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-0.1,
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-0.2,
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-0.3,
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-0.4,
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-0.5, // middle
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-0.4,
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-0.3
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};
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// Top = 1, tr = 2, br = 3, tl = 4, bl = 5
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float hydra_TentAttacks[24] =
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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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1,
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0,
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3,
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0,
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4,
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0,
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0,
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5,
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0,
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0,
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0,
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2,
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0,
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0,
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0,
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4,
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3,
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1,
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0,
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0
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};
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// Attacking others
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void hydra_AttackDieFrames(void)
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{
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self.think = hydra_AttackDieFrames;
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thinktime self : HX_FRAME_TIME;
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if (self.frame != $hadie36)
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AdvanceFrame($hadie1,$hadie36);
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if (self.frame == $hadie35)
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{
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self.solid = SOLID_NOT;
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MakeSolidCorpse();
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}
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if (self.frame >= $hadie13)
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hydra_bob();
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if(self.health<-30)
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chunk_death();
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}
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void hydra_AttackPainFrames(void)
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{
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self.think = hydra_AttackPainFrames;
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thinktime self : HX_FRAME_TIME;
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AdvanceFrame($hapan1,$hapan10);
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}
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// Swimming others
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void hydra_SwimDieFrames(void)
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{
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self.think = hydra_SwimDieFrames;
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thinktime self : HX_FRAME_TIME;
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if (self.frame != $hsdie36)
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AdvanceFrame($hsdie1,$hsdie36);
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if (self.frame == $hsdie35)
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{
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self.solid = SOLID_NOT;
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MakeSolidCorpse();
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}
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if (self.frame >= $hsdie8)
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hydra_bob();
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if(self.health<-30)
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chunk_death();
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}
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void hydra_SwimPainFrames(void)
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{
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self.think = hydra_SwimPainFrames;
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thinktime self : HX_FRAME_TIME;
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AdvanceFrame($hspan1,$hspan10);
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}
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// Attacking
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void hydra_OpenFrames(void)
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{
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self.think = hydra_OpenFrames;
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thinktime self : HX_FRAME_TIME;
|
|
|
|
if (self.enemy.watertype != CONTENT_WATER)
|
|
{
|
|
self.monster_stage = HYDRA_STAGE_FLOAT;
|
|
self.think = self.th_run;
|
|
thinktime self : 0.1;
|
|
|
|
return;
|
|
}
|
|
|
|
hydra_open();
|
|
if (AdvanceFrame($hopen1,$hopen8) == AF_END)
|
|
{
|
|
hydra_attack();
|
|
}
|
|
}
|
|
|
|
void hydra_CloseFrames(void)
|
|
{
|
|
self.think = hydra_CloseFrames;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
if (RewindFrame($hopen8,$hopen1) == AF_END)
|
|
{
|
|
self.monster_stage -= HYDRA_STAGE_ATTACK;
|
|
self.think = self.th_save;
|
|
}
|
|
}
|
|
|
|
void hydra_SpitFrames(void)
|
|
{
|
|
vector vecA,vecB;
|
|
|
|
self.think = hydra_SpitFrames;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
self.angles_y = vectoyaw(self.enemy.origin - self.origin);
|
|
|
|
if (AdvanceFrame($hspit1,$hspit12) == AF_END)
|
|
{
|
|
self.think = hydra_CloseFrames;
|
|
self.monster_check = -1;
|
|
}
|
|
else if (self.frame == $hspit7 && self.monster_check == 2)
|
|
{
|
|
sound (self, CHAN_WEAPON, "hydra/spit.wav", 1, ATTN_NORM);
|
|
vecA = self.enemy.origin - self.origin + self.enemy.proj_ofs;
|
|
vecA = vectoangles(vecA);
|
|
makevectors(vecA);
|
|
v_forward_z = 0 - v_forward_z;
|
|
|
|
vecA = v_factor('-40 400 -40');
|
|
vecB = v_factor('40 500 40');
|
|
|
|
particle2(self.origin+v_forward*40,vecA,vecB,256,12,400);
|
|
self.think = hydra_checkForBlind;
|
|
thinktime self : 0.1;
|
|
}
|
|
else if (self.frame == $hspit8 && self.monster_check == 1)
|
|
{
|
|
hydra_fire();
|
|
}
|
|
}
|
|
|
|
void hydra_TentFrames(void)
|
|
{
|
|
float r;
|
|
|
|
if (!self.enemy.flags2 & FL_ALIVE)
|
|
{
|
|
self.goalentity = self.enemy = world;
|
|
self.monster_stage = HYDRA_STAGE_WAIT;
|
|
self.think = self.th_stand;
|
|
thinktime self : 0.1;
|
|
return;
|
|
}
|
|
|
|
self.think = hydra_TentFrames;
|
|
thinktime self : 0.025;
|
|
|
|
if (AdvanceFrame($htent1,$htent24) == AF_END)
|
|
{
|
|
r = range(self.enemy);
|
|
if ((r == RANGE_MELEE) && (random(0, 1) < 0.3))
|
|
{
|
|
self.frame = $htent1;
|
|
hydra_tent(hydra_TentAttacks[self.frame - $htent1]);
|
|
}
|
|
else
|
|
self.think = hydra_CloseFrames;
|
|
}
|
|
else
|
|
{
|
|
hydra_tent(hydra_TentAttacks[self.frame - $htent1]);
|
|
}
|
|
}
|
|
|
|
// Regular swimming / movement
|
|
void hydra_SwimFrames(void)
|
|
{
|
|
self.think = hydra_SwimFrames;
|
|
thinktime self : HX_FRAME_TIME;
|
|
|
|
AdvanceFrame($hswim1,$hswim20);
|
|
if (self.frame == $hswim1)
|
|
sound (self, CHAN_WEAPON, "hydra/swim.wav", 1, ATTN_NORM);
|
|
|
|
hydra_move((hydra_Swim[self.frame - $hswim1]) + 0.3);
|
|
}
|
|
|
|
/*QUAKED misc_fountain (0 1 0.8) (0 0 0) (32 32 32)
|
|
New item for QuakeEd
|
|
|
|
-------------------------FIELDS-------------------------
|
|
angles 0 0 0 the direction it should move the particles
|
|
movedir 1 1 1 the force it should move them
|
|
color 256 the color
|
|
cnt 2 the number of particles each time
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void misc_fountain(void)
|
|
{
|
|
starteffect(CE_FOUNTAIN, self.origin, self.angles,self.movedir,self.color,self.cnt);
|
|
}
|
|
|
|
void do_hydra_spit(void)
|
|
{
|
|
self.monster_check = 1;
|
|
self.monster_stage += HYDRA_STAGE_ATTACK;
|
|
|
|
sound (self, CHAN_WEAPON, "hydra/open.wav", 1, ATTN_NORM);
|
|
hydra_OpenFrames();
|
|
}
|
|
|
|
void do_hydra_tent(void)
|
|
{
|
|
self.monster_check = 0;
|
|
self.monster_stage += HYDRA_STAGE_ATTACK;
|
|
|
|
sound (self, CHAN_WEAPON, "hydra/open.wav", 1, ATTN_NORM);
|
|
hydra_OpenFrames();
|
|
}
|
|
|
|
void do_hydra_die(void)
|
|
{
|
|
self.flags (+) FL_SWIM;
|
|
|
|
sound (self, CHAN_WEAPON, "hydra/die.wav", 1, ATTN_NORM);
|
|
|
|
if (self.monster_stage >= HYDRA_STAGE_ATTACK)
|
|
hydra_AttackDieFrames();
|
|
else
|
|
hydra_SwimDieFrames();
|
|
}
|
|
|
|
/*
|
|
void hydra_retreat()
|
|
{
|
|
self.monster_stage = HYDRA_STAGE_REVERSE;
|
|
self.think = self.th_run;
|
|
thinktime self : 0.1;
|
|
}
|
|
*/
|
|
|
|
void hydra_pain(entity attacker, float damage)
|
|
{
|
|
sound (self, CHAN_WEAPON, "hydra/pain.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
void init_hydra(void)
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
self.monster_stage = HYDRA_STAGE_WAIT;
|
|
|
|
if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN)
|
|
{
|
|
precache_model ("models/hydra.mdl");
|
|
precache_model ("models/spit.mdl");
|
|
}
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_SWIM;
|
|
self.thingtype=THINGTYPE_FLESH;
|
|
self.classname="monster_hydra";
|
|
self.mass = 7;
|
|
|
|
setmodel (self, "models/hydra.mdl");
|
|
self.skin = 0;
|
|
|
|
setsize (self, '-30 -30 -24', '30 30 24');
|
|
self.hull = HULL_SCORPION;
|
|
//self.hull = HULL_HYDRA;
|
|
if(!self.health)
|
|
self.health = 125;
|
|
if(!self.max_health)
|
|
self.max_health=self.health;
|
|
self.experience_value = 50;
|
|
self.mintel = 4;
|
|
|
|
self.th_stand = hydra_SwimFrames;
|
|
self.th_walk = hydra_SwimFrames;
|
|
self.th_run = hydra_SwimFrames;
|
|
self.th_pain = hydra_pain;
|
|
self.th_die = do_hydra_die;
|
|
self.th_missile = do_hydra_spit;
|
|
self.th_melee = do_hydra_tent;
|
|
|
|
self.takedamage = DAMAGE_YES;
|
|
self.flags2 (+) FL_ALIVE;
|
|
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
if (!self.yaw_speed)
|
|
self.yaw_speed = 5;
|
|
self.view_ofs = '0 0 0';
|
|
self.use = monster_use;
|
|
|
|
self.flags (+) FL_SWIM | FL_MONSTER;
|
|
|
|
self.pausetime = 99999999;
|
|
|
|
total_monsters += 1;
|
|
|
|
self.init_exp_val = self.experience_value;
|
|
|
|
thinktime self : random(0.5);
|
|
self.think = self.th_stand;
|
|
}
|
|
|
|
|
|
/*QUAKED monster_hydra (1 0.3 0) (-40 -40 -42) (40 40 42) STAND HOVER JUMP x DORMANT
|
|
New item for QuakeEd
|
|
|
|
-------------------------FIELDS-------------------------
|
|
NOTE: Normal QuakEd monster spawnflags don't apply here (no_jump, x, no_drop)
|
|
--------------------------------------------------------
|
|
|
|
*/
|
|
void monster_hydra(void)
|
|
{
|
|
if(!self.th_init)
|
|
{
|
|
self.th_init=monster_hydra;
|
|
self.init_org=self.origin;
|
|
}
|
|
init_hydra();
|
|
|
|
if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN)
|
|
{
|
|
precache_sound("hydra/pain.wav");
|
|
precache_sound("hydra/die.wav");
|
|
precache_sound("hydra/open.wav");
|
|
precache_sound("hydra/turn-s.wav");
|
|
precache_sound("hydra/turn-b.wav");
|
|
precache_sound("hydra/swim.wav");
|
|
precache_sound("hydra/tent.wav");
|
|
precache_sound("hydra/spit.wav");
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* $Log: /H2 Mission Pack/HCode/hydra.hc $
|
|
*
|
|
* 7 3/09/98 3:05p Mgummelt
|
|
*
|
|
* 6 3/03/98 7:31p Mgummelt
|
|
*
|
|
* 5 2/12/98 5:55p Jmonroe
|
|
* remove unreferenced funcs
|
|
*
|
|
* 4 2/05/98 12:30p Mgummelt
|
|
*
|
|
* 3 2/04/98 4:58p Mgummelt
|
|
* spawnflags on monsters cleared out
|
|
*
|
|
* 62 10/28/97 1:01p Mgummelt
|
|
* Massive replacement, rewrote entire code... just kidding. Added
|
|
* support for 5th class.
|
|
*
|
|
* 60 9/11/97 9:05a Mgummelt
|
|
*
|
|
* 59 9/03/97 2:36a Mgummelt
|
|
*
|
|
* 58 9/01/97 12:50a Jweier
|
|
*
|
|
* 57 9/01/97 12:20a Jweier
|
|
*
|
|
* 56 8/31/97 8:52a Mgummelt
|
|
*
|
|
* 55 8/29/97 11:14p Mgummelt
|
|
*
|
|
* 54 8/29/97 4:17p Mgummelt
|
|
* Long night
|
|
*
|
|
* 53 8/28/97 2:01a Mgummelt
|
|
*
|
|
* 52 8/27/97 6:53p Jweier
|
|
*
|
|
* 50 8/25/97 4:06p Mgummelt
|
|
*
|
|
* 49 8/24/97 4:02p Jweier
|
|
*
|
|
* 48 8/21/97 2:16a Jweier
|
|
*
|
|
* 47 8/21/97 2:04a Jweier
|
|
*
|
|
* 45 8/20/97 11:56p Jweier
|
|
*
|
|
* 44 8/19/97 8:56a Mgummelt
|
|
*
|
|
* 43 8/18/97 5:21p Bgokey
|
|
*
|
|
* 41 8/15/97 4:02p Rjohnson
|
|
* Precache update
|
|
*
|
|
* 40 8/15/97 12:24p Bgokey
|
|
*
|
|
* 39 8/15/97 11:34a Bgokey
|
|
*
|
|
* 38 8/14/97 11:11p Bgokey
|
|
*
|
|
* 36 8/14/97 7:37p Bgokey
|
|
*
|
|
* 32 8/14/97 12:11p Mgummelt
|
|
*
|
|
* 31 7/21/97 4:03p Mgummelt
|
|
*
|
|
* 30 7/21/97 4:02p Mgummelt
|
|
*
|
|
* 29 7/20/97 1:24a Rjohnson
|
|
* Fix for a missing parameter
|
|
*
|
|
* 28 7/15/97 1:25p Rjohnson
|
|
* Updates
|
|
*
|
|
* 27 7/07/97 5:09p Rlove
|
|
*
|
|
* 26 7/03/97 8:47a Rlove
|
|
*
|
|
* 25 6/19/97 10:18p Rjohnson
|
|
* Fix for makesolidcorpse()
|
|
*
|
|
* 24 6/19/97 3:08p Rjohnson
|
|
* Code space optimizations
|
|
*
|
|
* 23 5/30/97 11:41a Rjohnson
|
|
* Removed the message field of the starteffect
|
|
*
|
|
* 22 5/23/97 3:43p Mgummelt
|
|
*
|
|
* 21 5/22/97 3:29p Mgummelt
|
|
*
|
|
* 20 5/20/97 11:31a Rjohnson
|
|
* Revised Effects
|
|
*
|
|
* 19 5/19/97 2:54p Rjohnson
|
|
* New client effects
|
|
*
|
|
* 18 5/16/97 2:12p Mgummelt
|
|
*
|
|
* 17 5/07/97 3:40p Mgummelt
|
|
*
|
|
* 16 5/07/97 11:12a Rjohnson
|
|
* Added a new field to walkmove and movestep to allow for setting the
|
|
* traceline info
|
|
*
|
|
* 15 5/07/97 10:39a Rjohnson
|
|
* Minor fixes
|
|
*
|
|
* 14 5/06/97 1:29p Mgummelt
|
|
*
|
|
* 13 4/21/97 8:47p Mgummelt
|
|
*
|
|
* 12 4/21/97 6:15p Mgummelt
|
|
*
|
|
* 11 4/17/97 2:50p Mgummelt
|
|
*
|
|
* 10 4/07/97 2:56p Mgummelt
|
|
*
|
|
* 9 4/07/97 1:39p Rjohnson
|
|
* Added sounds to the imp, fangel, and hydra
|
|
*
|
|
* 8 3/21/97 4:43p Rjohnson
|
|
* Updates
|
|
*
|
|
* 7 3/13/97 9:57a Rlove
|
|
* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
|
|
* DAMAGE_NO_GRENADE
|
|
*
|
|
* 6 3/12/97 10:57p Rjohnson
|
|
* Changed the particle2 parameters to make it less taxing on the network
|
|
* and more versitile
|
|
*
|
|
* 5 1/28/97 10:29a Rjohnson
|
|
* Added generic experience value
|
|
*
|
|
* 4 1/09/97 1:47p Rjohnson
|
|
* Additional refining
|
|
*
|
|
* 3 1/02/97 11:20a Rjohnson
|
|
* Christmas changes - made him attack and move around
|
|
*
|
|
* 2 12/18/96 9:51a Rjohnson
|
|
* Small Update
|
|
*
|
|
* 1 12/17/96 10:38a Rjohnson
|
|
* Initial Version
|
|
*/
|