xmen/wolvie.c

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28 KiB
C
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2005-09-22 00:00:00 +00:00
/*
==============================================================================
WOLVERINE
==============================================================================
*/
$cd id1/models/demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
.float in_pain;
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
$frame paina11 paina12 paina13 paina14 paina15 paina16 paina17 paina18 paina19 paina20
$frame paina21 paina22 paina23 paina24 paina25 paina26 paina27 paina28 paina29 paina30
$frame paina31 paina32 paina33 paina34 paina35 paina36 paina37 paina38
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame death10 death11 death12 death13 death14 death15 death16 death17
$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9
$frame rise10 rise11 rise12 rise13 rise14 rise15 rise16 rise17 rise18 rise19 rise20
$frame rise21 rise22 rise23 rise24 rise25 rise26 rise27 rise28 rise29 rise30 rise31
$frame deata1 deata2 deata3 deata4 deata5 deata6 deata7 deata8 deata9 deata10
$frame deata11 deata12 deata13 deata14 deata15 deata16 deata17 deata18 deata19 deata20
$frame deata21 deata22 deata23 deata24 deata25 deata26 deata27 deata28 deata29 deata30
$frame deata31 deata32 deata33 deata34 deata35 deata36 deata37 deata38 deata39 deata40
$frame deata41 deata42 deata43 deata44 deata45 deata46 deata47 deata48 deata49
$frame risea1 risea2 risea3 risea4 risea5 risea6 risea7 risea8 risea9 risea10
$frame risea11 risea12 risea13 risea14 risea15 risea16 risea17 risea18 risea19 risea20
$frame risea21 risea22 risea23 risea24 risea25 risea26 risea27 risea28 risea29 risea30
$frame risea31 risea32 risea33 risea34 risea35 risea36 risea37 risea38 risea39 risea40
$frame risea41 risea42 risea43 risea44 risea45 risea46 risea47 risea48 risea49 risea50
$frame risea51 risea52
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
//============================================================================
void() Demon_JumpTouch;
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {
ai_stand();
sound(self, CHAN_AUTO, "wolvie/breath.wav", 1, 3);};
void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {ai_walk(3);};
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(10);};
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(9);};
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(10);};
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(3);};
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(8);};
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(7);};
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);};
void() demon1_run1 =[ $run1, demon1_run2 ] {
ai_run(15);
/*sound(self, CHAN_AUTO, "wolvie/step.wav", 1, ATTN_NORM);*/};
void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(12);};
void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(28);};
void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(15);};
void() demon1_run5 =[ $run5, demon1_run6 ] {
ai_run(12);
/*sound(self, CHAN_AUTO, "wolvie/step.wav", 1, ATTN_NORM);*/};
void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(28);};
void() SetJumpAngle =
{
local vector vel;
vel = normalize(self.velocity);
self.angles = vectoangles(vel);
if (self.angles_x < 0)
self.angles_x = 0;
};
void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();};
void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4 =[ $leap4, demon1_jump5 ]
{
ai_face();
self.touch = Demon_JumpTouch;
self.angles = vectoangles(self.enemy.origin - self.origin);
self.angles_x = 0;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
v_forward_z = -1 * v_forward_z;
self.velocity = v_forward * 700 + '0 0 150';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {SetJumpAngle();};
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {SetJumpAngle();};
void() demon1_jump7 =[ $leap7, demon1_jump8 ] {SetJumpAngle();};
void() demon1_jump8 =[ $leap8, demon1_jump9 ] {SetJumpAngle();};
void() demon1_jump9 =[ $leap9, demon1_jump10 ]
{
SetJumpAngle();
};
void() demon1_jump10 =[ $leap10, demon1_jump1 ] {
self.nextthink = time + 3;
// if three seconds pass, assume demon is stuck and jump again
};
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
void() demon1_jump12 =[ $leap12, demon1_walk1 ] {self.angles_x = 0;};
float() CheckDemonMelee;
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(5);};
void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(5);};
void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(5);};
void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(5);};
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(5); Demon_Melee(200);};
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(5);};
void() demon1_atta7 =[ $attacka7, demon1_atta8 ]
{
ai_charge(5);
if (vlen(self.enemy.origin - self.origin) > 100) { // abort attack
self.think = self.th_run;
}
};
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(5);};
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(5);};
void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(5);};
void() demon1_atta11 =[ $attacka11, demon1_atta12]
{
local float rnd;
Demon_Melee(-200);
};
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);};
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(5);};
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(5);};
void() demon1_atta15 =[ $attacka15, demon1_run1] {
ai_charge(5);
if (CheckDemonMelee()) {
if (self.enemy.health > 0)
self.think = demon1_atta1;
else
self.think = self.th_walk;
}
};
void() demon1_pain1 =[ $pain1, demon1_pain2 ] {self.in_pain = TRUE;};
void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
void() demon1_pain6 =[ $pain6, demon1_run1 ] {self.in_pain = FALSE;};
void() demon1_paina1 =[ $paina1, demon1_paina2 ] {self.in_pain = TRUE;};
void() demon1_paina2 =[ $paina2, demon1_paina3 ] {};
void() demon1_paina3 =[ $paina3, demon1_paina4 ] {};
void() demon1_paina4 =[ $paina4, demon1_paina5 ] {};
void() demon1_paina5 =[ $paina5, demon1_paina6 ] {};
void() demon1_paina6 =[ $paina6, demon1_paina7 ] {};
void() demon1_paina7 =[ $paina7, demon1_paina8 ] {};
void() demon1_paina8 =[ $paina8, demon1_paina9 ] {};
void() demon1_paina9 =[ $paina9, demon1_paina10 ] {};
void() demon1_paina10 =[ $paina10, demon1_paina11 ] {};
void() demon1_paina11 =[ $paina11, demon1_paina12 ] {};
void() demon1_paina12 =[ $paina12, demon1_paina13 ] {};
void() demon1_paina13 =[ $paina13, demon1_paina14 ] {};
void() demon1_paina14 =[ $paina14, demon1_paina15 ] {};
void() demon1_paina15 =[ $paina15, demon1_paina16 ] {};
void() demon1_paina16 =[ $paina16, demon1_paina17 ] {};
void() demon1_paina17 =[ $paina17, demon1_paina18 ] {};
void() demon1_paina18 =[ $paina18, demon1_paina19 ] {};
void() demon1_paina19 =[ $paina19, demon1_paina20 ] {};
void() demon1_paina20 =[ $paina20, demon1_paina21 ] {};
void() demon1_paina21 =[ $paina21, demon1_paina22 ] {};
void() demon1_paina22 =[ $paina22, demon1_paina23 ] {};
void() demon1_paina23 =[ $paina23, demon1_paina24 ] {};
void() demon1_paina24 =[ $paina24, demon1_paina25 ] {};
void() demon1_paina25 =[ $paina25, demon1_paina26 ] {};
void() demon1_paina26 =[ $paina26, demon1_paina27 ] {};
void() demon1_paina27 =[ $paina27, demon1_paina28 ] {};
void() demon1_paina28 =[ $paina28, demon1_paina29 ] {};
void() demon1_paina29 =[ $paina29, demon1_paina30 ] {};
void() demon1_paina30 =[ $paina30, demon1_paina31 ] {};
void() demon1_paina31 =[ $paina31, demon1_paina32 ] {};
void() demon1_paina32 =[ $paina32, demon1_paina33 ] {};
void() demon1_paina33 =[ $paina33, demon1_paina34 ] {};
void() demon1_paina34 =[ $paina34, demon1_paina35 ] {};
void() demon1_paina35 =[ $paina35, demon1_paina36 ] {};
void() demon1_paina36 =[ $paina36, demon1_paina37 ] {};
void() demon1_paina37 =[ $paina37, demon1_run1 ] {self.in_pain = FALSE;};
void(entity attacker, float damage) demon1_pain =
{
local vector vect;
local float rnd;
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
self.pain_finished = time + 1;
MalePainSound(2);
if (random()*200 > damage)
return; // didn't flinch
if (attacker.classname == "player") {
self.enemy = attacker;
}
if (self.in_pain)
return;
if (damage > 60)
demon1_paina1 ();
else
demon1_pain1 ();
};
void() demon1_die17;
void() demon1_rise1 =[ $rise1, demon1_rise2]
{
self.solid = SOLID_SLIDEBOX;
if (!walkmove(0,0)) {
self.think = demon1_rise1;
self.solid = SOLID_NOT;
self.nextthink = time + 1; // try again in 1 second
return;
}
self.skin = 0;
self.speed = self.speed - 0.35;
self.health = self.start_health * self.speed;
SetDamageSkin(self);
};
void() demon1_rise2 =[ $rise2, demon1_rise3] {};
void() demon1_rise3 =[ $rise3, demon1_rise4] {};
void() demon1_rise4 =[ $rise4, demon1_rise5] {};
void() demon1_rise5 =[ $rise5, demon1_rise6] {};
void() demon1_rise6 =[ $rise6, demon1_rise7] {};
void() demon1_rise7 =[ $rise7, demon1_rise8] {};
void() demon1_rise8 =[ $rise8, demon1_rise9] {};
void() demon1_rise9 =[ $rise9, demon1_rise10] {};
void() demon1_rise10 =[ $rise10, demon1_rise11] {};
void() demon1_rise11 =[ $rise11, demon1_rise12] {};
void() demon1_rise12 =[ $rise12, demon1_rise13] {};
void() demon1_rise13 =[ $rise13, demon1_rise14] {};
void() demon1_rise14 =[ $rise14, demon1_rise15] {};
void() demon1_rise15 =[ $rise15, demon1_rise16] {};
void() demon1_rise16 =[ $rise16, demon1_rise17] {};
void() demon1_rise17 =[ $rise17, demon1_rise18] {};
void() demon1_rise18 =[ $rise18, demon1_rise19] {};
void() demon1_rise19 =[ $rise19, demon1_rise20] {};
void() demon1_rise20 =[ $rise20, demon1_rise21] {};
void() demon1_rise21 =[ $rise21, demon1_rise22] {};
void() demon1_rise22 =[ $rise22, demon1_rise23] {};
void() demon1_rise23 =[ $rise23, demon1_rise24] {};
void() demon1_rise24 =[ $rise24, demon1_rise25] {};
void() demon1_rise25 =[ $rise25, demon1_rise26] {};
void() demon1_rise26 =[ $rise26, demon1_rise27] {};
void() demon1_rise27 =[ $rise27, demon1_rise28] {};
void() demon1_rise28 =[ $rise28, demon1_rise29] {};
void() demon1_rise29 =[ $rise29, demon1_rise30] {};
void() demon1_rise30 =[ $rise30, demon1_rise31] {};
void() demon1_rise31 =[ $rise31, demon1_run1]
{
// self.solid = SOLID_SLIDEBOX;
// self.movetype = MOVETYPE_STEP;
// self.enemy = world;
self.takedamage = DAMAGE_AIM;
};
void() demon1_die1 =[ $death1, demon1_die2 ] {};
void() demon1_die2 =[ $death2, demon1_die3 ] {};
void() demon1_die3 =[ $death3, demon1_die4 ] {};
void() demon1_die4 =[ $death4, demon1_die5 ] {};
void() demon1_die5 =[ $death5, demon1_die6 ] {};
void() demon1_die6 =[ $death6, demon1_die7 ] {self.solid = SOLID_NOT;};
void() demon1_die7 =[ $death7, demon1_die8 ] {};
void() demon1_die8 =[ $death8, demon1_die9 ] {};
void() demon1_die9 =[ $death9, demon1_die10 ] {};
void() demon1_die10 =[ $death10, demon1_die11 ] {};
void() demon1_die11 =[ $death11, demon1_die12 ] {};
void() demon1_die12 =[ $death12, demon1_die13 ] {};
void() demon1_die13 =[ $death13, demon1_die14 ] {};
void() demon1_die14 =[ $death14, demon1_die15 ] {};
void() demon1_die15 =[ $death15, demon1_die16 ] {};
void() demon1_die16 =[ $death16, demon1_die17 ] {};
void() demon1_die17 =[ $death17, demon1_die17 ]
{
if (self.speed < 0.4)
return;
self.in_pain = FALSE;
if (!(self.spawnflags & SPAWNFLAG_CLONE)) {
self.think = demon1_rise1;
self.nextthink = time + 20* random() + 20;
}
};
void() demon1_risea1;
void() demon1_diea1 =[ $deata1, demon1_diea2 ] {};
void() demon1_diea2 =[ $deata2, demon1_diea3 ] {};
void() demon1_diea3 =[ $deata3, demon1_diea4 ] {};
void() demon1_diea4 =[ $deata4, demon1_diea5 ] {};
void() demon1_diea5 =[ $deata5, demon1_diea6 ] {self.solid = SOLID_NOT;};
void() demon1_diea6 =[ $deata6, demon1_diea7 ] {};
void() demon1_diea7 =[ $deata7, demon1_diea8 ] {};
void() demon1_diea8 =[ $deata8, demon1_diea9 ] {};
void() demon1_diea9 =[ $deata9, demon1_diea10 ] {};
void() demon1_diea10 =[ $deata10, demon1_diea11 ] {};
void() demon1_diea11 =[ $deata11, demon1_diea12 ] {};
void() demon1_diea12 =[ $deata12, demon1_diea13 ] {};
void() demon1_diea13 =[ $deata13, demon1_diea14 ] {};
void() demon1_diea14 =[ $deata14, demon1_diea15 ] {};
void() demon1_diea15 =[ $deata15, demon1_diea16 ] {};
void() demon1_diea16 =[ $deata16, demon1_diea17 ] {};
void() demon1_diea17 =[ $deata17, demon1_diea18 ] {};
void() demon1_diea18 =[ $deata18, demon1_diea19 ] {};
void() demon1_diea19 =[ $deata19, demon1_diea20 ] {};
void() demon1_diea20 =[ $deata20, demon1_diea21 ] {};
void() demon1_diea21 =[ $deata21, demon1_diea22 ] {};
void() demon1_diea22 =[ $deata22, demon1_diea23 ] {};
void() demon1_diea23 =[ $deata23, demon1_diea24 ] {};
void() demon1_diea24 =[ $deata24, demon1_diea25 ] {};
void() demon1_diea25 =[ $deata25, demon1_diea26 ] {};
void() demon1_diea26 =[ $deata26, demon1_diea27 ] {};
void() demon1_diea27 =[ $deata27, demon1_diea28 ] {};
void() demon1_diea28 =[ $deata28, demon1_diea29 ] {};
void() demon1_diea29 =[ $deata29, demon1_diea30 ] {};
void() demon1_diea30 =[ $deata30, demon1_diea31 ] {};
void() demon1_diea31 =[ $deata31, demon1_diea32 ] {};
void() demon1_diea32 =[ $deata32, demon1_diea33 ] {};
void() demon1_diea33 =[ $deata33, demon1_diea34 ] {};
void() demon1_diea34 =[ $deata34, demon1_diea35 ] {};
void() demon1_diea35 =[ $deata35, demon1_diea36 ] {};
void() demon1_diea36 =[ $deata36, demon1_diea37 ] {};
void() demon1_diea37 =[ $deata37, demon1_diea38 ] {};
void() demon1_diea38 =[ $deata38, demon1_diea39 ] {};
void() demon1_diea39 =[ $deata39, demon1_diea40 ] {};
void() demon1_diea40 =[ $deata40, demon1_diea41 ] {};
void() demon1_diea41 =[ $deata41, demon1_diea42 ] {};
void() demon1_diea42 =[ $deata42, demon1_diea43 ] {};
void() demon1_diea43 =[ $deata43, demon1_diea44 ] {};
void() demon1_diea44 =[ $deata44, demon1_diea45 ] {};
void() demon1_diea45 =[ $deata45, demon1_diea46 ] {};
void() demon1_diea46 =[ $deata46, demon1_diea47 ] {};
void() demon1_diea47 =[ $deata47, demon1_diea48 ] {};
void() demon1_diea48 =[ $deata48, demon1_diea49 ] {};
void() demon1_diea49 =[ $deata49, demon1_diea49 ]
{
local float rise_delay;
if (self.speed < 0.4)
return;
self.in_pain = FALSE;
if (!(self.spawnflags & SPAWNFLAG_CLONE)) {
self.think = demon1_risea1;
rise_delay = (-0.5 * self.health) + 15;
if (rise_delay > 45) rise_delay = 45;
else if (rise_delay < 20) rise_delay = 20;
self.nextthink = time + rise_delay;
}
};
void() demon1_risea1 =[ $risea1, demon1_risea2 ]
{
self.solid = SOLID_SLIDEBOX;
if (!walkmove(0,0)) {
self.think = demon1_risea1;
self.solid = SOLID_NOT;
self.nextthink = time + 1; // try again in 1 second
return;
}
self.skin = 0;
self.speed = self.speed - 0.35;
self.health = self.start_health * self.speed;
SetDamageSkin(self);
};
void() demon1_risea2 =[ $risea2, demon1_risea3 ] {};
void() demon1_risea3 =[ $risea3, demon1_risea4 ] {};
void() demon1_risea4 =[ $risea4, demon1_risea5 ] {};
void() demon1_risea5 =[ $risea5, demon1_risea6 ] {};
void() demon1_risea6 =[ $risea6, demon1_risea7 ] {};
void() demon1_risea7 =[ $risea7, demon1_risea8 ] {};
void() demon1_risea8 =[ $risea8, demon1_risea9 ] {};
void() demon1_risea9 =[ $risea9, demon1_risea10 ] {};
void() demon1_risea10 =[ $risea10, demon1_risea11 ] {};
void() demon1_risea11 =[ $risea11, demon1_risea12 ] {};
void() demon1_risea12 =[ $risea12, demon1_risea13 ] {};
void() demon1_risea13 =[ $risea13, demon1_risea14 ] {};
void() demon1_risea14 =[ $risea14, demon1_risea15 ] {};
void() demon1_risea15 =[ $risea15, demon1_risea16 ] {};
void() demon1_risea16 =[ $risea16, demon1_risea17 ] {};
void() demon1_risea17 =[ $risea17, demon1_risea18 ] {};
void() demon1_risea18 =[ $risea18, demon1_risea19 ] {};
void() demon1_risea19 =[ $risea19, demon1_risea20 ] {};
void() demon1_risea20 =[ $risea20, demon1_risea21 ] {};
void() demon1_risea21 =[ $risea21, demon1_risea22 ] {};
void() demon1_risea22 =[ $risea22, demon1_risea23 ] {};
void() demon1_risea23 =[ $risea23, demon1_risea24 ] {};
void() demon1_risea24 =[ $risea24, demon1_risea25 ] {};
void() demon1_risea25 =[ $risea25, demon1_risea26 ] {};
void() demon1_risea26 =[ $risea26, demon1_risea27 ] {};
void() demon1_risea27 =[ $risea27, demon1_risea28 ] {};
void() demon1_risea28 =[ $risea28, demon1_risea29 ] {};
void() demon1_risea29 =[ $risea29, demon1_risea30 ] {};
void() demon1_risea30 =[ $risea30, demon1_risea31 ] {};
void() demon1_risea31 =[ $risea31, demon1_risea32 ] {};
void() demon1_risea32 =[ $risea32, demon1_risea33 ] {};
void() demon1_risea33 =[ $risea33, demon1_risea34 ] {};
void() demon1_risea34 =[ $risea34, demon1_risea35 ] {};
void() demon1_risea35 =[ $risea35, demon1_risea36 ] {};
void() demon1_risea36 =[ $risea36, demon1_risea37 ] {};
void() demon1_risea37 =[ $risea37, demon1_risea38 ] {};
void() demon1_risea38 =[ $risea38, demon1_risea39 ] {};
void() demon1_risea39 =[ $risea39, demon1_risea40 ] {};
void() demon1_risea40 =[ $risea40, demon1_risea41 ] {};
void() demon1_risea41 =[ $risea41, demon1_risea42 ] {};
void() demon1_risea42 =[ $risea42, demon1_risea43 ] {};
void() demon1_risea43 =[ $risea43, demon1_risea44 ] {};
void() demon1_risea44 =[ $risea44, demon1_risea45 ] {};
void() demon1_risea45 =[ $risea45, demon1_risea46 ] {};
void() demon1_risea46 =[ $risea46, demon1_risea47 ] {};
void() demon1_risea47 =[ $risea47, demon1_risea48 ] {};
void() demon1_risea48 =[ $risea48, demon1_risea49 ] {};
void() demon1_risea49 =[ $risea49, demon1_risea50 ] {};
void() demon1_risea50 =[ $risea50, demon1_risea51 ] {};
void() demon1_risea51 =[ $risea51, demon1_risea52 ] {};
void() demon1_risea52 =[ $risea52, demon1_run1 ]
{
self.takedamage = DAMAGE_AIM;
};
void() demon_die =
{
local float rnd;
self.angles_x = 0;
self.skin = 3;
MaleDeathSound(2);
// regular death
rnd = random();
if ((self.health < -20) && (rnd < 0.7))
demon1_diea1 ();
else if (rnd < 0.3)
demon1_diea1 ();
else
demon1_die1 ();
};
void() Demon_MeleeAttack =
{
demon1_atta1 ();
};
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_demon1 =
{
remove(self);
};
void() xmen_wolverine =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/wolvie2.mdl");
// precache_model ("progs/h_demon.mdl");
// XMen Matched ID sounds
// precache_sound ("hknight/sight1.wav");
precache_sound ("demon/dhit2.wav");
// precache_sound ("demon/djump.wav");
// precache_sound ("demon/idle1.wav");
// Wolvie sounds
precache_sound ("wolvie/breath.wav");
// end
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/wolvie2.mdl");
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.health = 210 + cvar("skill")*10;
self.speed = 1; // used to reduce health for each regen.
self.in_pain = FALSE;
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = Demon_MeleeAttack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
walkmonster_start();
};
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDemonMelee =
{
// if (enemy_range == RANGE_MELEE)
// { // FIXME: check canreach
if (vlen(self.enemy.origin - self.origin) < 128) {
self.attack_state = AS_MELEE;
return TRUE;
}
// }
return FALSE;
};
/*
==============
CheckDemonJump
==============
*/
float() CheckDemonJump =
{
local vector dist;
local float d;
if (random() < 0.9)
return FALSE;
if (vlen(self.origin - self.enemy.origin) > 512)
return FALSE;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
traceline(self.origin, self.enemy.origin, TRUE, self);
if (trace_fraction < 1)
return FALSE;
/*
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return FALSE;
if (d > 200)
{
// if (random() < 0.9)
return FALSE;
}
*/
return TRUE;
};
float() DemonCheckAttack =
{
local vector vec;
local float rnd;
// if close enough for slashing, go for it
if ((CheckDemonMelee ()) && (self.health > 50))
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDemonJump ())
{
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
};
//===========================================================================
void(float side) Demon_Melee =
{
local float ldmg;
local vector delta;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 64)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = 4 + random() * 2;
ldmg = rint(ldmg);
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
void() Demon_JumpTouch =
{
local float ldmg;
local vector dir;
if (self.health <= 0)
return;
// check for enemy getting hit
dir = normalize(self.velocity);
traceline(self.origin, self.origin + dir * 64, FALSE, self);
if ((trace_ent != world) && (trace_ent == self.enemy)) {
ldmg = (5 * cvar("skill")) + 10*random();
T_Damage (other, self, self, ldmg);
trace_ent.punchangle_x = -10;
}
// if (other.takedamage)
// {
// if ( vlen(self.velocity) > 400 )
// {
// ldmg = (5 * cvar("skill")) + 10*random();
// T_Damage (other, self, self, ldmg);
// }
// }
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};