761 lines
17 KiB
C++
761 lines
17 KiB
C++
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//**************************************************************************
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//**
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//** scorpion.hc
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//** bgokey
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//**
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//** $Header: /H2 Mission Pack/HCode/scorpion.hc 7 3/09/98 3:05p Mgummelt $
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//**
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//**************************************************************************
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// FRAMES ------------------------------------------------------------------
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// Attack 1 (claw and tail)
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$frame ScAttA1 ScAttA2 ScAttA3 ScAttA4 ScAttA5
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$frame ScAttA6 ScAttA7 ScAttA8 ScAttA9 ScAttA10
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$frame ScAttA11 ScAttA12 ScAttA13 ScAttA14 ScAttA15
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$frame ScAttA16 ScAttA17 ScAttA18 ScAttA19 ScAttA20
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$frame ScAttA21 ScAttA22 ScAttA23 ScAttA24 ScAttA25
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// Attack 2 (claw only)
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$frame ScAttB1 ScAttB2 ScAttB3 ScAttB4 ScAttB5
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$frame ScAttB6 ScAttB7 ScAttB8 ScAttB9 ScAttB10
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$frame ScAttB11 ScAttB12 ScAttB13 ScAttB14 ScAttB15
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$frame ScAttB16 ScAttB17 ScAttB18 ScAttB19 ScAttB20
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$frame ScAttB21 ScAttB22 ScAttB23 ScAttB24 ScAttB25
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$frame ScAttB26 ScAttB27
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// Attack 3 (tail only)
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$frame ScAttC1 ScAttC2 ScAttC3 ScAttC4 ScAttC5
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$frame ScAttC6 ScAttC7 ScAttC8 ScAttC9 ScAttC10
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$frame ScAttC11 ScAttC12 ScAttC13 ScAttC14 ScAttC15
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$frame ScAttC16 ScAttC17 ScAttC18 ScAttC19 ScAttC20
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$frame ScAttC21 ScAttC22
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// Death
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$frame SCDead1 SCDead2 SCDead3 SCDead4 SCDead5
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$frame SCDead6 SCDead7 SCDead8 SCDead9 SCDead10
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$frame SCDead11 SCDead12 SCDead13 SCDead14 SCDead15
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$frame SCDead16 SCDead17 SCDead18 SCDead19 SCDead20
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$frame SCDead21
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// Pain
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$frame ScPain1 ScPain2 ScPain3 ScPain4 ScPain5
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$frame ScPain6 ScPain7 ScPain8 ScPain9 ScPain10
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// Transition from standing to attack pose
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$frame ScRedy1 ScRedy2 ScRedy3 ScRedy4 ScRedy5
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$frame ScRedy6 ScRedy7 ScRedy8 ScRedy9 ScRedy10
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$frame ScRedy11
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// Transition from standing to walk
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$frame ScStep1 ScStep2 ScStep3 ScStep4
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// Transition from walk to standing
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$frame ScStop1 ScStop2 ScStop3 ScStop4 ScStop5
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$frame ScStop6 ScStop7 ScStop8 ScStop9
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// Wake from resting (ScWake1 = resting)
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$frame ScWake1 ScWake2 ScWake3 ScWake4 ScWake5
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$frame ScWake6 ScWake7 ScWake8 ScWake9 ScWake10
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$frame ScWake11 ScWake12 ScWake13 ScWake14 ScWake15
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$frame ScWake16 ScWake17 ScWake18 ScWake19 ScWake20
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$frame ScWake21 ScWake22 ScWake23 ScWake24 ScWake25
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$frame ScWake26 ScWake27 ScWake28 ScWake29 ScWake30
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// Walk
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$frame ScWalk1 ScWalk2 ScWalk3 ScWalk4 ScWalk5
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$frame ScWalk6 ScWalk7 ScWalk8 ScWalk9 ScWalk10
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$frame ScWalk11 ScWalk12 ScWalk13 ScWalk14 ScWalk15
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$frame ScWalk16
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// CONSTANTS ---------------------------------------------------------------
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float SCORPION_YELLOW = 0;
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float SCORPION_BLACK = 1;
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void ScorpionInit(float type);
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void ScorpionStand(void);
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void ScorpionWake(void);
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void ScorpionWalk(void);
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void ScorpionRun(void);
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void ScorpionRunBlack(void);
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void ScorpionPainDecide(void);
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void ScorpionPain(void);
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void ScorpionMeleeDecide(void);
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void ScorpionMelee1(void);
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void ScorpionMelee2(void);
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void ScorpionMelee3(void);
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void ScorpionMelee4(void);
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//void ScorpionDie(void);
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void ScorpionDieInit(void);
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entity ScorpionLookProjectiles(void);
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float ScorpionCheckDefense(void);
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void ScorpionStrafeDefense(void);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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float ScorpionStandFrames[6] =
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{
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$scwake1, $scwake2, $scwake3, $scwake4, $scwake3, $scwake2
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// monster_scorpion_yellow
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//
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//==========================================================================
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/*QUAKED monster_scorpion_yellow (1 0.3 0) (-10 -10 0) (10 10 64) AMBUSH
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Yellow scorpion.
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------- key / value ----------------------------
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health = 100
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experience_value = 60
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------- spawnflags -----------------------------
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AMBUSH
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*/
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void monster_scorpion_yellow(void)
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{
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if(!self.th_init)
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{
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self.th_init=monster_scorpion_yellow;
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self.init_org=self.origin;
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}
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ScorpionInit(SCORPION_YELLOW);
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}
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//==========================================================================
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//
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// monster_scorpion_black
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//
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//==========================================================================
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/*QUAKED monster_scorpion_black (1 0.3 0) (-10 -10 0) (10 10 64) AMBUSH
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Black scorpion.
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------- key / value ----------------------------
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health = 200
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experience_value = 150
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------- spawnflags -----------------------------
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AMBUSH
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*/
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void monster_scorpion_black(void)
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{
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if(!self.th_init)
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{
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self.th_init=monster_scorpion_black;
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self.init_org=self.origin;
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}
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ScorpionInit(SCORPION_BLACK);
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}
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//==========================================================================
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//
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// ScorpionInit
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//
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//==========================================================================
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void ScorpionInit(float type)
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{
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if(deathmatch)
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{
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remove(self);
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return;
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}
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if (!self.flags2 & FL_SUMMONED&&!self.flags2&FL2_RESPAWN)
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{
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precache_model2("models/scorpion.mdl");
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precache_sound2("scorpion/awaken.wav");
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precache_sound2("scorpion/walk.wav");
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precache_sound2("scorpion/clawsnap.wav");
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precache_sound2("scorpion/tailwhip.wav");
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precache_sound2("scorpion/pain.wav");
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precache_sound2("scorpion/death.wav");
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}
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setmodel(self, "models/scorpion.mdl");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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self.thingtype = THINGTYPE_FLESH;
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if (type == SCORPION_YELLOW)
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self.yaw_speed = 8;
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else
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self.yaw_speed = 10;
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self.mass = 9;
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self.mintel = 4;
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//self.touch = SUB_Null;
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//self.use = SUB_Null;
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setsize(self, '-16 -16 0', '16 16 64');
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self.hull=HULL_PLAYER;
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if(type == SCORPION_YELLOW)
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{
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if(!self.health)
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self.health = 100;
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self.experience_value = 60;
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}
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else
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{
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if(!self.health)
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self.health = 200;
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self.experience_value = 150;
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}
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if(!self.max_health)
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self.max_health=self.health;
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self.takedamage = DAMAGE_YES;
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self.th_stand = ScorpionStand;
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self.th_walk = ScorpionWalk;
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if(type == SCORPION_BLACK)
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self.th_run = ScorpionRunBlack;
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else
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self.th_run = ScorpionRun;
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self.th_melee = ScorpionMeleeDecide;
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self.th_pain = ScorpionPainDecide;
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self.th_die = ScorpionDieInit;
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self.view_ofs = '0 0 12';
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self.scorpionType = type;
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if(type == SCORPION_BLACK)
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{
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self.skin = 1;
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}
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self.init_exp_val = self.experience_value;
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walkmonster_start();
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}
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//==========================================================================
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//
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// ScorpionStand
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//
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//==========================================================================
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void ScorpionStand(void)
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{
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self.think = ScorpionStand;
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self.nextthink = time + 0.2;
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self.scorpionRest += 2;
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if(self.scorpionRest < 0 || self.scorpionRest > 5)
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{
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self.scorpionRest = 0;
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}
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self.frame = ScorpionStandFrames[self.scorpionRest];
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ai_stand();
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if(self.think != ScorpionStand)
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{ // Wake up
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self.th_save = self.think;
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self.think = ScorpionWake;
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sound(self, CHAN_VOICE, "scorpion/awaken.wav", 1, ATTN_NORM);
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}
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}
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//==========================================================================
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//
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// ScorpionWake
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//
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//==========================================================================
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void ScorpionWake(void) [++ $scwake1..$scwake30]
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{
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if(cycle_wrapped)
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{
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self.cnt = time;
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self.think = self.th_save;
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self.think();
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}
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}
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//==========================================================================
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//
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// ScorpionWalk
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//
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//==========================================================================
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void ScorpionWalk(void) [++ $scwalk1..$scwalk16]
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{
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if(((self.scorpionWalkCount += 1)&3) == 0)
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{
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sound(self, CHAN_BODY, "scorpion/walk.wav", random(0.9, 1), ATTN_NORM);
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}
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ai_walk(2);
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if(random()<0.1)
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pitch_roll_for_slope('0 0 0',self);
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}
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//==========================================================================
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//
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// ScorpionRunBlack
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//
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//==========================================================================
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void ScorpionRunBlack(void) [++ $scwalk1..$scwalk16]
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{
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float enemy_dist;
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if(((self.scorpionWalkCount += 1)&3) == 0)
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{
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sound(self, CHAN_BODY, "scorpion/walk.wav", random(0.9, 1), ATTN_NORM);
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}
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if ((self.enemy.last_attack > time - 1) && (fov(self, self.enemy, 45)))
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{
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if (ScorpionCheckDefense())
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{
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ScorpionStrafeDefense();
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return;
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}
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}
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if (self.attack_state == AS_SLIDING)
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if ((random() < 0.8) && (self.cnt <= time))
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{
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self.cnt = time + random(0.5, 1.0);
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self.attack_state = AS_STRAIGHT;
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ScorpionMelee4();
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return;
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}
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enemy_dist = vlen(self.enemy.origin - self.origin);
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if (enemy_dist < 120)
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{
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if ((random() < 0.33) && (infront(self.enemy)) && (self.cnt <= time))
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{
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self.attack_state = AS_SLIDING;
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self.cnt = time + random(0.5, 1.0);
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self.lefty = random(0,1);
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if (self.lefty < 0.5) self.lefty = 0;
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else self.lefty = 1;
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ai_run(10);
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return;
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}
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else if (!infront(self.enemy))
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self.attack_state = AS_STRAIGHT;
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}
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else self.attack_state = AS_STRAIGHT;
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ai_run(8);
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if(random()<0.1)
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pitch_roll_for_slope('0 0 0',self);
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}
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//==========================================================================
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//
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// ScorpionRun
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//
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//==========================================================================
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void ScorpionRun(void) [++ $scwalk1..$scwalk16]
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{
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float enemy_dist;
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if(((self.scorpionWalkCount += 1)&3) == 0)
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{
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sound(self, CHAN_BODY, "scorpion/walk.wav", random(0.9, 1), ATTN_NORM);
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}
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if ((self.enemy.last_attack > time - 1) && (fov(self, self.enemy, 45)))
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{
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if (ScorpionCheckDefense())
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{
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ScorpionStrafeDefense();
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return;
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}
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}
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if (self.attack_state == AS_SLIDING)
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if ((random() < 0.5) && (self.cnt <= time))
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{
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self.cnt = time + random(0.5, 1.0);
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self.attack_state = AS_STRAIGHT;
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ScorpionMelee4();
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return;
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}
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enemy_dist = vlen(self.enemy.origin - self.origin);
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if (enemy_dist < 120)
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{
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if ((random() < 0.33) && (infront(self.enemy)) && (self.cnt <= time))
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{
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self.attack_state = AS_SLIDING;
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self.cnt = time + random(0.5, 1.0);
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self.lefty = random(0,1);
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if (self.lefty < 0.5) self.lefty = 0;
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else self.lefty = 1;
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ai_run(10);
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return;
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}
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else if (!infront(self.enemy))
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self.attack_state = AS_STRAIGHT;
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}
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else self.attack_state = AS_STRAIGHT;
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ai_run(6);
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if(random()<0.1)
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pitch_roll_for_slope('0 0 0',self);
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}
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//==========================================================================
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//
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// ScorpionPainDecide
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//
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//==========================================================================
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void ScorpionPainDecide(void)
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{
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if(random() < 0.3)
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{
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ScorpionPain();
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sound(self, CHAN_VOICE, "scorpion/pain.wav", 1, ATTN_NORM);
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}
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}
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//==========================================================================
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//
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// ScorpionPain
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//
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//==========================================================================
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void ScorpionPain(void) [++ $scpain1..$scpain10]
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{
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if(cycle_wrapped)
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{
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self.th_run();
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}
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}
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//==========================================================================
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//
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// ScorpionMelee
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//
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//==========================================================================
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void ScorpionMelee(float damage)
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{
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vector source;
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makevectors (self.angles);
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source = self.origin;
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traceline (source, source + v_forward*60, FALSE, self);
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if (trace_ent != self.enemy) return;
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damage += random(0.1, 1);
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T_Damage (self.enemy, self, self, damage);
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}
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//==========================================================================
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//
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// ScorpionMeleeDecide
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//
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//==========================================================================
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void ScorpionMeleeDecide(void)
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{
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float r;
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r = random();
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self.last_attack=time;
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if (self.classname == "monster_scorpion_black")
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{
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if(r < 0.2)
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{
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ScorpionMelee1();
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}
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else if(r < 0.4)
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{
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ScorpionMelee2();
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}
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else if (r < 0.6)
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{
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ScorpionMelee3();
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}
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else
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ScorpionMelee4();
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}
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else
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{
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if(r < 0.3)
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{
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ScorpionMelee1();
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}
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else if(r < 0.6)
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{
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ScorpionMelee2();
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}
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else if (r < 0.9)
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{
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ScorpionMelee3();
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}
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else
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ScorpionMelee4();
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}
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}
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//==========================================================================
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//
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// ScorpionMelee1
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//
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//==========================================================================
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void ScorpionMelee1(void) [++ $scatta1..$scatta25]
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{
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if(self.frame == $scatta4 || self.frame == $scatta9)
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{
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sound(self, CHAN_VOICE, "scorpion/clawsnap.wav", 1, ATTN_NORM);
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ScorpionMelee(1);
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}
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else if(self.frame == $scatta14)
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{
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sound(self, CHAN_BODY, "scorpion/tailwhip.wav", 1, ATTN_NORM);
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ScorpionMelee(1);
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}
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if(self.frame > $scatta16 && self.frame < $scatta20)
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{
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ai_charge(4);
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if (self.classname == "monster_scorpion_yellow")
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ScorpionMelee(2);
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else
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ScorpionMelee(3);
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}
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else
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{
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ai_charge(2);
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}
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if(cycle_wrapped)
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self.think = self.th_run;
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}
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//==========================================================================
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//
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// ScorpionMelee2
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//
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//==========================================================================
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void ScorpionMelee2(void) [++ $scattb1..$scattb27]
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{
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if(self.frame == $scattb4 || self.frame == $scattb8
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|| self.frame == $scattb13)
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{
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sound(self, CHAN_VOICE, "scorpion/clawsnap.wav", 1, ATTN_NORM);
|
|
ScorpionMelee(1);
|
|
}
|
|
|
|
if(self.frame > $scattb16 && self.frame < $scattb20)
|
|
{
|
|
ai_charge(4);
|
|
if (self.classname == "monster_scorpion_yellow")
|
|
ScorpionMelee(2);
|
|
else
|
|
ScorpionMelee(3);
|
|
}
|
|
else
|
|
{
|
|
ai_charge(2);
|
|
}
|
|
if(cycle_wrapped)
|
|
self.think = self.th_run;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionMelee3
|
|
//
|
|
//==========================================================================
|
|
|
|
void ScorpionMelee3(void) [++ $scattc1..$scattc22]
|
|
{
|
|
if(self.frame == $scattc9)
|
|
{
|
|
sound(self, CHAN_BODY, "scorpion/tailwhip.wav", 1, ATTN_NORM);
|
|
ScorpionMelee(1);
|
|
}
|
|
|
|
if(self.frame > $scattc16 && self.frame < $scattc20)
|
|
{
|
|
ai_charge(4);
|
|
if (self.classname == "monster_scorpion_yellow")
|
|
ScorpionMelee(2);
|
|
else
|
|
ScorpionMelee(3);
|
|
}
|
|
else
|
|
{
|
|
ai_charge(2);
|
|
}
|
|
if(cycle_wrapped)
|
|
self.think = self.th_run;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionMelee4
|
|
//
|
|
//==========================================================================
|
|
|
|
void ScorpionMelee4(void) [++ $scatta1..$scatta25]
|
|
{
|
|
if (self.frame == $scatta4 || self.frame == $scatta9)
|
|
{
|
|
sound(self, CHAN_VOICE, "scorpion/clawsnap.wav", 1, ATTN_NORM);
|
|
ScorpionMelee(1);
|
|
}
|
|
else if(self.frame == $scatta14)
|
|
{
|
|
sound(self, CHAN_BODY, "scorpion/tailwhip.wav", 1, ATTN_NORM);
|
|
if (self.classname == "monster_scorpion_yellow")
|
|
ScorpionMelee(2);
|
|
else
|
|
ScorpionMelee(3);
|
|
}
|
|
|
|
if(self.frame > $scatta16 && self.frame < $scatta20)
|
|
{
|
|
ai_charge(16);
|
|
if (self.classname == "monster_scorpion_yellow")
|
|
ScorpionMelee(2);
|
|
else
|
|
ScorpionMelee(4);
|
|
}
|
|
else
|
|
{
|
|
ai_charge(12);
|
|
}
|
|
if(cycle_wrapped)
|
|
self.think = self.th_run;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionStrafeDefense
|
|
//
|
|
//==========================================================================
|
|
|
|
void ScorpionStrafeDefense(void) [++ $scwalk1..$scwalk8]
|
|
{
|
|
float ofs;
|
|
|
|
if (cycle_wrapped)
|
|
{
|
|
thinktime self : 0.1;
|
|
self.think = self.th_run;
|
|
return;
|
|
}
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
if (self.lefty == -1)
|
|
ofs = 90;
|
|
else
|
|
ofs = -90;
|
|
|
|
if (walkmove (self.ideal_yaw + ofs, 10, FALSE))
|
|
return;
|
|
|
|
walkmove (self.ideal_yaw - ofs, 10, FALSE);
|
|
if (self.lefty == -1)
|
|
self.lefty = 1;
|
|
else self.lefty = -1;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionCheckDefense
|
|
//
|
|
//==========================================================================
|
|
|
|
float ScorpionCheckDefense()
|
|
{
|
|
entity enemy_proj;
|
|
float r;
|
|
|
|
enemy_proj=ScorpionLookProjectiles();
|
|
|
|
if (!enemy_proj) return 0;
|
|
|
|
r=range(enemy_proj);
|
|
|
|
self.lefty=check_heading_left_or_right(enemy_proj);
|
|
|
|
if(r==RANGE_NEAR)
|
|
{
|
|
if (random() < 0.2)
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionLookProjectiles
|
|
//
|
|
//==========================================================================
|
|
entity ScorpionLookProjectiles ()
|
|
{
|
|
entity found, enemy_proj;
|
|
|
|
found=findradius(self.origin,1000);
|
|
while(found)
|
|
{
|
|
if(found.movetype==MOVETYPE_FLYMISSILE||found.movetype==MOVETYPE_BOUNCE||found.movetype==MOVETYPE_BOUNCEMISSILE)
|
|
if(visible(found))
|
|
{
|
|
if(heading(self,found,0.9))
|
|
enemy_proj=found;
|
|
}
|
|
found=found.chain;
|
|
}
|
|
if(enemy_proj)
|
|
return enemy_proj;
|
|
else
|
|
return world;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScorpionDie
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void ScorpionDie(void)
|
|
{
|
|
if(self.frame == $scdead21)
|
|
{
|
|
MakeSolidCorpse();
|
|
return;
|
|
}
|
|
|
|
|
|
if(self.health < -30)
|
|
{
|
|
chunk_death();
|
|
}
|
|
|
|
self.frame += 1;
|
|
thinktime self : HX_FRAME_TIME;
|
|
}
|
|
|
|
void ScorpionDieInit(void) [$scdead1 ScorpionDie]
|
|
{
|
|
sound(self, CHAN_VOICE, "scorpion/death.wav", 1, ATTN_NORM);
|
|
}
|