518 lines
14 KiB
C++
518 lines
14 KiB
C++
/*
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==============================================================================
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Teneb
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coded by Michael Rogers a.k.a Xsniper
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http://xsniper.virtualave.net/
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some code done by iD software
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This is one of the coolest monsters in the game, was very fun brining him to life!
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==============================================================================
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*/
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$cd /models/enemies
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$origin 0 0 24
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$base base
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$skin base
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$frame idle101 idle102 idle103 idle104 idle105 idle106 idle107 idle108 idle109 idle110
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$frame idle111 idle112 idle113 idle114 idle115 idle116 idle117 idle118 idle119 idle120
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$frame idle201 idle202 idle203 idle204 idle205 idle206 idle207 idle208 idle209 idle210
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$frame idle211 idle212 idle213 idle214 idle215 idle216 idle217 idle218 idle219 idle220
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$frame run01 run02 run03 run04 run05 run06
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$frame walk01 walk02 walk03 walk04 walk05 walk06 walk07 walk08 walk09 walk10
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$frame walk11 walk12
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$frame attack101 attack102 attack103 attack104 attack105 attack106 attack107 attack108 attack109
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$frame attack201 attack202 attack203
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$frame attack301 attack302 attack303 attack304
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$frame attack401 attack402 attack403 attack404
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$frame attack501 attack502 attack503 attack504 attack505 attack506 attack507
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$frame pain101 pain102 pain103 pain104
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$frame pain201 pain202 pain203 pain204 pain205
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$frame death101 death102 death103 death104 death105 death106 death006
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void() teneb_jump1;
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void() teneb_jump7;
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void() teneb_idlesound;
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void() teneb_goinvisible;
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void() teneb_govisible;
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/*
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==============================================================================
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teneb
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==============================================================================
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*/
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/*
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==============
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ChecktenebMelee
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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() ChecktenebMelee =
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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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ChecktenebJump
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==============
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*/
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float() ChecktenebJump =
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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() tenebCheckAttack =
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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 (ChecktenebMelee ())
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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 (ChecktenebJump ())
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{
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self.attack_state = AS_MISSILE;
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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) teneb_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, "weapons/demon/clawhit.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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};
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void() teneb_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 = teneb_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 = teneb_jump7;
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self.nextthink = time + 0.1;
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};
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//============================================================================
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void() teneb_stand1 =[ $idle101, teneb_stand2 ] {ai_stand();teneb_idlesound();};
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void() teneb_stand2 =[ $idle102, teneb_stand3 ] {ai_stand();};
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void() teneb_stand3 =[ $idle103, teneb_stand4 ] {ai_stand();};
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void() teneb_stand4 =[ $idle104, teneb_stand5 ] {ai_stand();};
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void() teneb_stand5 =[ $idle105, teneb_stand6 ] {ai_stand();};
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void() teneb_stand6 =[ $idle106, teneb_stand7 ] {ai_stand();};
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void() teneb_stand7 =[ $idle107, teneb_stand8 ] {ai_stand();};
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void() teneb_stand8 =[ $idle108, teneb_stand9 ] {ai_stand();};
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void() teneb_stand9 =[ $idle109, teneb_stand10 ] {ai_stand();};
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void() teneb_stand10 =[ $idle110, teneb_stand11 ] {ai_stand();};
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void() teneb_stand11 =[ $idle111, teneb_stand12 ] {ai_stand();};
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void() teneb_stand12 =[ $idle112, teneb_stand13 ] {ai_stand();};
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void() teneb_stand13 =[ $idle113, teneb_stand14 ] {ai_stand();};
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void() teneb_stand14 =[ $idle104, teneb_stand15 ] {ai_stand();};
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void() teneb_stand15 =[ $idle105, teneb_stand16 ] {ai_stand();};
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void() teneb_stand16 =[ $idle106, teneb_stand17 ] {ai_stand();};
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void() teneb_stand17 =[ $idle107, teneb_stand18 ] {ai_stand();};
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void() teneb_stand18 =[ $idle108, teneb_stand19 ] {ai_stand();};
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void() teneb_stand19 =[ $idle109, teneb_stand20 ] {ai_stand();};
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void() teneb_stand20 =[ $idle120, teneb_stand1 ] {ai_stand();};
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//============================================================================
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void() teneb_walk1 =[ $walk01, teneb_walk2 ] {ai_walk(8);teneb_idlesound();};
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void() teneb_walk2 =[ $walk02, teneb_walk3 ] {ai_walk(6);};
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void() teneb_walk3 =[ $walk03, teneb_walk4 ] {ai_walk(6);};
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void() teneb_walk4 =[ $walk04, teneb_walk5 ] {ai_walk(7);};
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void() teneb_walk5 =[ $walk05, teneb_walk6 ] {ai_walk(4);};
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void() teneb_walk6 =[ $walk06, teneb_walk7 ] {ai_walk(6);};
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void() teneb_walk7 =[ $walk07, teneb_walk8 ] {ai_walk(10);};
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void() teneb_walk8 =[ $walk08, teneb_walk9 ] {ai_walk(10);};
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void() teneb_walk9 =[ $walk09, teneb_walk10 ] {ai_walk(4);};
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void() teneb_walk10 =[ $walk10, teneb_walk11 ] {ai_walk(6);};
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void() teneb_walk11 =[ $walk11, teneb_walk12 ] {ai_walk(10);};
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void() teneb_walk12 =[ $walk12, teneb_walk1 ] {ai_walk(10);};
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//============================================================================
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void() teneb_run1 =[ $run01, teneb_run2 ] {ai_run(20);teneb_idlesound();};
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void() teneb_run2 =[ $run02, teneb_run3 ] {ai_run(15);};
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void() teneb_run3 =[ $run03, teneb_run4 ] {ai_run(36);};
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void() teneb_run4 =[ $run04, teneb_run5 ] {ai_run(20);};
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void() teneb_run5 =[ $run05, teneb_run6 ] {ai_run(15);};
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void() teneb_run6 =[ $run06, teneb_run1 ] {ai_run(36);};
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//============================================================================
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void() teneb_jump1 =[ $attack501, teneb_jump2 ] {ai_face();};
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void() teneb_jump2 =[ $attack502, teneb_jump3 ] {ai_face();};
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void() teneb_jump3 =[ $attack503, teneb_jump4 ]
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{
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ai_face();
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self.touch = teneb_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() teneb_jump4 =[ $attack504, teneb_jump5 ] {};
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void() teneb_jump5 =[ $attack505, teneb_jump6 ] {};
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void() teneb_jump6 =[ $attack506, teneb_jump1 ]
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{
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self.nextthink = time + 3;
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// if three seconds pass, assume teneb is stuck and jump again
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};
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void() teneb_jump7 =[ $attack507, teneb_run1 ] {};
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//============================================================================
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void() teneb_atta1 =[ $attack101, teneb_atta2 ] {ai_charge(20);teneb_govisible();};
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void() teneb_atta2 =[ $attack102, teneb_atta3 ] {ai_charge(25);};
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void() teneb_atta3 =[ $attack103, teneb_atta4 ] {ai_charge(30);teneb_Melee(200);};
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void() teneb_atta4 =[ $attack104, teneb_atta5 ] {ai_charge(25);};
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void() teneb_atta5 =[ $attack105, teneb_atta6 ] {ai_charge(20);};
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void() teneb_atta6 =[ $attack106, teneb_atta7 ] {ai_charge(30);};
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void() teneb_atta7 =[ $attack107, teneb_atta8 ] {ai_charge(25);teneb_Melee(-200);};
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void() teneb_atta8 =[ $attack108, teneb_atta9 ] {ai_charge(20);};
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void() teneb_atta9 =[ $attack109, teneb_run1 ] {ai_charge(30);teneb_goinvisible();};
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//============================================================================
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void() teneb_attb1 =[ $attack301, teneb_attb2 ] {ai_charge(20);teneb_govisible();ai_melee();};
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void() teneb_attb2 =[ $attack302, teneb_attb3 ] {ai_charge(25);ai_melee();};
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void() teneb_attb3 =[ $attack303, teneb_attb4 ] {ai_charge(30);ai_melee();};
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void() teneb_attb4 =[ $attack304, teneb_run1 ] {ai_charge(25);ai_melee();teneb_goinvisible();};
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//============================================================================
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void() teneb_paina1 =[ $pain101, teneb_paina2 ] {};
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void() teneb_paina2 =[ $pain102, teneb_paina3 ] {};
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void() teneb_paina3 =[ $pain103, teneb_paina4 ] {};
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void() teneb_paina4 =[ $pain104, teneb_run1 ] {};
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//============================================================================
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void() teneb_painb1 =[ $pain201, teneb_painb2 ] {};
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void() teneb_painb2 =[ $pain202, teneb_painb3 ] {};
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void() teneb_painb3 =[ $pain203, teneb_painb4 ] {};
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void() teneb_painb4 =[ $pain204, teneb_painb5 ] {};
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void() teneb_painb5 =[ $pain205, teneb_run1 ] {};
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void(entity attacker, float damage) teneb_pain =
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{
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if (self.touch == teneb_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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//OUCH THAT HURT!
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sound (self, CHAN_VOICE, "enemy/teneb/pain1.wav", 1, ATTN_NORM);
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if (random()*200 > damage)
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return; // didn't flinch
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if (random() <= 0.5)
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teneb_paina1 ();
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else
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teneb_painb1 ();
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};
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//============================================================================
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void() teneb_die1 =[ $death101, teneb_die2 ] {};
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void() teneb_die2 =[ $death102, teneb_die3 ] {};
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void() teneb_die3 =[ $death103, teneb_die4 ] {};
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void() teneb_die4 =[ $death104, teneb_die5 ] {};
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void() teneb_die5 =[ $death105, teneb_die6 ] {};
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void() teneb_die6 =[ $death106, teneb_die7 ] {self.solid = SOLID_NOT;};
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void() teneb_die7 =[ $death006, teneb_die7 ] {banish_monster();};
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void() teneb_die =
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{
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//ARG I'M DIEING TELL THE WORLD ABOUT IT! MAKE SOME NOISE BABY!
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sound (self, CHAN_VOICE, "enemy/teneb/death.wav", 1, ATTN_NORM);
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//Make sure they can see me die
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teneb_govisible();
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//Just die already!
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teneb_die1 ();
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};
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//============================================================================
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void() teneb_attack =
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{
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//TAKE THIS! GRRR I SOUND FEROCIOUS!
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if (random() <= 0.9)
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sound (self, CHAN_VOICE, "enemy/teneb/pain2.wav", 1, ATTN_NORM);
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//Hmm... should I claw him or bite him?
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if (random() <= 0.7)
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teneb_atta1(); //I think I'll claw him most of the time!
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else
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teneb_attb1(); //Sometimes I like to chew on things... ;)
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};
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void() teneb_missile =
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{
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//TAKE THIS! GRRR I SOUND FEROCIOUS!
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if (random() <= 0.9)
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sound (self, CHAN_VOICE, "enemy/teneb/pain2.wav", 1, ATTN_NORM);
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//I'm gonna jump all over him!
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teneb_jump1();
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};
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void() teneb_idlesound =
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{
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local float r;
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//make a lot of noise, but not all the time
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if (random() <= 0.7)
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{
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//pick one of three random sounds
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r = random();
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if (r <= 0.33)
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sound (self, CHAN_VOICE, "enemy/teneb/idle2.wav", 1, ATTN_NORM);
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else if (r <= 0.66)
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sound (self, CHAN_VOICE, "enemy/teneb/idle3.wav", 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, "enemy/teneb/idle4.wav", 1, ATTN_NORM);
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}
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};
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void() teneb_goinvisible =
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{
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//setmodel (self, "");
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//setsize (self, '-32 -32 -24', '32 32 64');
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self.alpha = set_fade(0.2);
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};
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void() teneb_govisible =
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{
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//setmodel (self, "models/enemies/teneb.md2");
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//setsize (self, '-32 -32 -24', '32 32 64');
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self.alpha = 1;
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};
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//============================================================================
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/*QUAKED monster_teneb (1 0 0) (-32 -32 -24) (32 32 64) Ambush
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*/
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void() monster_teneb =
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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 ("models/enemies/teneb.md2");
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precache_sound ("enemy/teneb/death.wav"); //death sound
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precache_sound ("enemy/teneb/idle2.wav"); //idle sound
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precache_sound ("enemy/teneb/idle3.wav"); //idle sound
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precache_sound ("enemy/teneb/idle4.wav"); //idle sound
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precache_sound ("enemy/teneb/pain1.wav"); //pain sound
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precache_sound ("enemy/teneb/pain2.wav"); //attack sound
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precache_sound ("weapons/demon/clawhit.wav"); //attack sound
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "models/enemies/teneb.md2");
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setsize (self, '-32 -32 -24', '32 32 64');
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// setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.health = set_health(300);
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self.speed = set_speed(900);
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self.dtype = 4; //dodge type do nothing
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self.th_stand = teneb_stand1;
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self.th_walk = teneb_walk1;
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self.th_run = teneb_run1;
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self.th_die = teneb_die;
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self.th_melee = teneb_attack;
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self.th_missile = teneb_missile;
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self.th_pain = teneb_pain;
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//my new classname is?
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self.classname = "monster_teneb";
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//set up our monflag
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self.monflag = "TRUE";
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//difficulty optimization
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remove_monster();
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//start out invisible
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teneb_goinvisible();
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walkmonster_start();
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};
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/*
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=================
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create_tenebbot
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Creates a Teneb at the specified 'spot'.
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This is used by demon portals in Flood Co-op.
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=================
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*/
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void(vector spot) create_tenebbot =
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{
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local entity bot;
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// start entity and place it in world
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bot = spawn();
|
|
bot.angles = self.angles;
|
|
setorigin (bot, spot);
|
|
bot.fixangle = TRUE;
|
|
spawn_tfog (bot.origin);
|
|
spawn_tdeath (bot.origin, bot);
|
|
|
|
// set size and shape
|
|
bot.solid = SOLID_SLIDEBOX;
|
|
bot.movetype = MOVETYPE_STEP;
|
|
setmodel (bot, "models/enemies/teneb.md2");
|
|
setsize (bot, '-32 -32 -24', '32 32 64');
|
|
bot.flags = bot.flags | FL_MONSTER;
|
|
bot.takedamage = DAMAGE_AIM;
|
|
|
|
// define his animation
|
|
bot.th_stand = teneb_stand1;
|
|
bot.th_walk = teneb_walk1;
|
|
bot.th_run = teneb_run1;
|
|
bot.th_die = teneb_die;
|
|
bot.th_melee = teneb_attack;
|
|
bot.th_missile = teneb_missile;
|
|
bot.th_pain = teneb_pain;
|
|
bot.health = set_health(300);
|
|
bot.speed = set_speed(900);
|
|
bot.dtype = 4; //dodge type do nothing
|
|
|
|
// polish him up
|
|
bot.classname = "monster_teneb";
|
|
bot.ideal_yaw = bot.angles * '0 1 0';
|
|
bot.yaw_speed = 120;
|
|
bot.view_ofs = '0 0 22';
|
|
|
|
//set up our monflag
|
|
bot.monflag = "TRUE";
|
|
|
|
//start out invisible
|
|
bot.alpha = set_fade(0.2);
|
|
|
|
// begin his thinking
|
|
bot.nextthink = time + 0.1 + random();
|
|
bot.think = th_stuck;
|
|
|
|
};
|
|
|
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