/* ============================================================================== 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; };