363 lines
9.7 KiB
C++
363 lines
9.7 KiB
C++
/*
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==============================================================================
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demon
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==============================================================================
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*/
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$cd id1/models/demon3
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$scale 0.8
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame stand10 stand11 stand12 stand13
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
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$frame run1 run2 run3 run4 run5 run6
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$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
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$frame leap11 leap12
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
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$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
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$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
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//============================================================================
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void() demon_jumptouch;
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void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};
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void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
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void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
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void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
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void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
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void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
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void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
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void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
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void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
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void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
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void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
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void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
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void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
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void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
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if (random() < 0.2)
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sound (self, chan_voice, "demon/idle1.wav", 1, attn_idle);
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ai_walk(8);
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};
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void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);};
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void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);};
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void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);};
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void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);};
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void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);};
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void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);};
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void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);};
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void() demon1_run1 =[ $run1, demon1_run2 ] {
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if (random() < 0.2)
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sound (self, chan_voice, "demon/idle1.wav", 1, attn_idle);
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ai_run(20);};
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void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
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void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
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void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
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void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
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void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
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void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();};
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void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
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void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
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void() demon1_jump4 =[ $leap4, demon1_jump5 ]
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{
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ai_face();
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self.touch = demon_jumptouch;
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makevectors (self.angles);
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self.origin_z = self.origin_z + 1;
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self.velocity = v_forward * 600 + '0 0 250';
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if (self.flags & fl_onground)
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self.flags = self.flags - fl_onground;
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};
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void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
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void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
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void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
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void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
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void() demon1_jump9 =[ $leap9, demon1_jump10 ] {};
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void() demon1_jump10 =[ $leap10, demon1_jump1 ] {
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self.nextthink = time + 3;
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// if three seconds pass, assume demon is stuck and jump again
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};
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void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
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void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
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void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(4);};
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void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
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void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
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void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);};
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void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); demon_melee(200);};
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void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);};
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void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);};
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void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);};
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void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);};
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void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(2);};
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void() demon1_atta11 =[ $attacka11, demon1_atta12] {demon_melee(-200);};
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void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);};
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void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);};
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void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);};
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void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);};
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void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
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void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
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void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
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void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
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void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
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void() demon1_pain6 =[ $pain6, demon1_run1 ] {};
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void(entity attacker, float damage) demon1_pain =
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{
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if (self.touch == demon_jumptouch)
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return;
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if (self.pain_finished > time)
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return;
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self.pain_finished = time + 1;
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sound (self, chan_voice, "demon/dpain1.wav", 1, attn_norm);
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if (random()*200 > damage)
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return; // didn't flinch
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demon1_pain1 ();
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};
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void() demon1_die1 =[ $death1, demon1_die2 ] {
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sound (self, chan_voice, "demon/ddeath.wav", 1, attn_norm);};
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void() demon1_die2 =[ $death2, demon1_die3 ] {};
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void() demon1_die3 =[ $death3, demon1_die4 ] {};
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void() demon1_die4 =[ $death4, demon1_die5 ] {};
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void() demon1_die5 =[ $death5, demon1_die6 ] {};
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void() demon1_die6 =[ $death6, demon1_die7 ]
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{self.solid = solid_not;};
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void() demon1_die7 =[ $death7, demon1_die8 ] {};
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void() demon1_die8 =[ $death8, demon1_die9 ] {};
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void() demon1_die9 =[ $death9, demon1_die9 ] {};
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void() demon_die =
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{
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// check for gib
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if (self.health < -80)
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{
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sound (self, chan_voice, "player/udeath.wav", 1, attn_norm);
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throwhead ("progs/h_demon.mdl", self.health);
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throwgib ("progs/gib1.mdl", self.health);
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throwgib ("progs/gib1.mdl", self.health);
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throwgib ("progs/gib1.mdl", self.health);
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return;
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}
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// regular death
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demon1_die1 ();
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};
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void() demon_meleeattack =
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{
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demon1_atta1 ();
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};
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/*quaked monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) ambush
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*/
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void() monster_demon1 =
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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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precache_model ("progs/demon.mdl");
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precache_model ("progs/h_demon.mdl");
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precache_sound ("demon/ddeath.wav");
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precache_sound ("demon/dhit2.wav");
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precache_sound ("demon/djump.wav");
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precache_sound ("demon/dpain1.wav");
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precache_sound ("demon/idle1.wav");
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precache_sound ("demon/sight2.wav");
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self.solid = solid_slidebox;
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self.movetype = movetype_step;
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setmodel (self, "progs/demon.mdl");
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setsize (self, vec_hull2_min, vec_hull2_max);
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self.health = 300;
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self.th_stand = demon1_stand1;
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self.th_walk = demon1_walk1;
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self.th_run = demon1_run1;
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self.th_die = demon_die;
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self.th_melee = demon_meleeattack; // one of two attacks
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self.th_missile = demon1_jump1; // jump attack
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self.th_pain = demon1_pain;
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walkmonster_start();
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};
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/*
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==============================================================================
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demon
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==============================================================================
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*/
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/*
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==============
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checkdemonmelee
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returns true if a melee attack would hit right now
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==============
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*/
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float() checkdemonmelee =
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{
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if (enemy_range == range_melee)
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{ // fixme: check canreach
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self.attack_state = as_melee;
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return true;
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}
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return false;
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};
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/*
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==============
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checkdemonjump
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==============
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*/
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float() checkdemonjump =
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{
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local vector dist;
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local float d;
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if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
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+ 0.75 * self.enemy.size_z)
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return false;
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if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
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+ 0.25 * self.enemy.size_z)
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return false;
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dist = self.enemy.origin - self.origin;
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dist_z = 0;
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d = vlen(dist);
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if (d < 100)
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return false;
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if (d > 200)
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{
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if (random() < 0.9)
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return false;
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}
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return true;
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};
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float() demoncheckattack =
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{
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local vector vec;
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// if close enough for slashing, go for it
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if (checkdemonmelee ())
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{
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self.attack_state = as_melee;
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return true;
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}
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if (checkdemonjump ())
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{
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self.attack_state = as_missile;
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sound (self, chan_voice, "demon/djump.wav", 1, attn_norm);
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return true;
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}
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return false;
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};
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//===========================================================================
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void(float side) demon_melee =
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{
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local float ldmg;
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local vector delta;
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ai_face ();
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walkmove (self.ideal_yaw, 12); // allow a little closing
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delta = self.enemy.origin - self.origin;
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if (vlen(delta) > 100)
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return;
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if (!candamage (self.enemy, self))
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return;
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sound (self, chan_weapon, "demon/dhit2.wav", 1, attn_norm);
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ldmg = 10 + 5*random();
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t_damage (self.enemy, self, self, ldmg);
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makevectors (self.angles);
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spawnmeatspray (self.origin + v_forward*16, side * v_right);
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};
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void() demon_jumptouch =
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{
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local float ldmg;
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if (self.health <= 0)
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return;
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if (other.takedamage)
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{
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if ( vlen(self.velocity) > 400 )
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{
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ldmg = 40 + 10*random();
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t_damage (other, self, self, ldmg);
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}
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}
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if (!checkbottom(self))
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{
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if (self.flags & fl_onground)
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{ // jump randomly to not get hung up
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//dprint ("popjump\n");
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self.touch = sub_null;
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self.think = demon1_jump1;
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self.nextthink = time + 0.1;
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// self.velocity_x = (random() - 0.5) * 600;
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// self.velocity_y = (random() - 0.5) * 600;
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// self.velocity_z = 200;
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// self.flags = self.flags - fl_onground;
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}
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return; // not on ground yet
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}
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self.touch = sub_null;
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self.think = demon1_jump11;
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self.nextthink = time + 0.1;
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};
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