456 lines
16 KiB
C
456 lines
16 KiB
C
/*
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==============================================================================
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Gambit
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==============================================================================
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*/
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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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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
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$frame walk11 walk12
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$frame run1 run2 run3 run4 run5 run6 run7 run8
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
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$frame paina11 paina12 paina13 paina14 paina15 paina16 paina17 paina18 paina19 paina20
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$frame paina21 paina22 paina23 paina24 paina25 paina26
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 death10
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$frame death11 death12 death13 death14 death15 death16 death17 death18
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$frame jump1 jump2 jump3 jump4 jump5 jump6 jump7 jump8 jump9 jump10
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$frame jump11 jump12 jump13 jump14
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$frame satta1 satta2 satta3 satta4 satta5 satta6 satta7 satta8
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$frame satta9 satta10 satta11 satta12
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$frame xatta1 xatta2 xatta3 xatta4 xatta5 xatta6 xatta7 xatta8 xatta9 xatta10
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$frame xatta11 xatta12 xatta13 xatta14
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$frame xattb1 xattb2 xattb3 xattb4 xattb5 xattb6 xattb7 xattb8 xattb9 xattb10
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$frame xattb11 xattb12
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void() gambit_stand1 =[ $stand1, gambit_stand2 ] {ai_stand();};
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void() gambit_stand2 =[ $stand2, gambit_stand3 ] {ai_stand();};
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void() gambit_stand3 =[ $stand3, gambit_stand4 ] {ai_stand();};
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void() gambit_stand4 =[ $stand4, gambit_stand5 ] {ai_stand();};
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void() gambit_stand5 =[ $stand5, gambit_stand6 ] {ai_stand();};
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void() gambit_stand6 =[ $stand6, gambit_stand7 ] {ai_stand();};
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void() gambit_stand7 =[ $stand7, gambit_stand8 ] {ai_stand();};
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void() gambit_stand8 =[ $stand8, gambit_stand9 ] {ai_stand();};
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void() gambit_stand9 =[ $stand9, gambit_stand10 ] {ai_stand();};
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void() gambit_stand10 =[ $stand10, gambit_stand11 ] {ai_stand();};
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void() gambit_stand11 =[ $stand11, gambit_stand12 ] {ai_stand();};
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void() gambit_stand12 =[ $stand12, gambit_stand13 ] {ai_stand();};
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void() gambit_stand13 =[ $stand13, gambit_stand1 ] {ai_stand();};
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//===========================================================================
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void() gambit_walk1 =[ $walk1, gambit_walk2 ] {ai_walk(5);};
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void() gambit_walk2 =[ $walk2, gambit_walk3 ] {ai_walk(5);};
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void() gambit_walk3 =[ $walk3, gambit_walk4 ] {ai_walk(4);};
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void() gambit_walk4 =[ $walk4, gambit_walk5 ] {ai_walk(4);};
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void() gambit_walk5 =[ $walk5, gambit_walk6 ] {ai_walk(4);};
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void() gambit_walk6 =[ $walk6, gambit_walk7 ] {ai_walk(5);};
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void() gambit_walk7 =[ $walk7, gambit_walk8 ] {ai_walk(6);};
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void() gambit_walk8 =[ $walk8, gambit_walk9 ] {ai_walk(6);};
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void() gambit_walk9 =[ $walk9, gambit_walk10 ] {ai_walk(4);};
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void() gambit_walk10 =[ $walk10, gambit_walk11 ] {ai_walk(4);};
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void() gambit_walk11 =[ $walk11, gambit_walk12 ] {ai_walk(4);};
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void() gambit_walk12 =[ $walk12, gambit_walk1 ] {ai_walk(4);};
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//===========================================================================
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void() gambit_run1 =[ $run1, gambit_run2 ] {ai_run (20);};
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void() gambit_run2 =[ $run2, gambit_run3 ] {ai_run(25);};
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void() gambit_run3 =[ $run3, gambit_run4 ] {ai_run(18);};
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void() gambit_run4 =[ $run4, gambit_run5 ] {ai_run(16);};
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void() gambit_run5 =[ $run5, gambit_run6 ] {ai_run(14);};
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void() gambit_run6 =[ $run6, gambit_run7 ] {ai_run(25);};
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void() gambit_run7 =[ $run7, gambit_run8 ] {ai_run(21);};
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void() gambit_run8 =[ $run8, gambit_run1 ] {ai_run(13);};
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void() gambit_jump1;
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void() gambit_jump12;
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void() GambitJumpTouch =
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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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self.touch = SUB_Null;
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self.think = gambit_jump1;
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self.nextthink = time + 0.1;
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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 = gambit_jump12;
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self.nextthink = time + 0.1;
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};
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void() gambit_jump1 =[ $jump1, gambit_jump2 ]
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{
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makevectors(self.angles);
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self.velocity = v_forward * 300;
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self.velocity_z = 200;
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self.flags = self.flags - (self.flags & FL_ONGROUND);
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setorigin(self, self.origin + '0 0 1');
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self.touch = GambitJumpTouch;
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self.nextthink = time + 0.05;
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};
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void() gambit_jump2 =[ $jump2, gambit_jump3 ] {self.nextthink = time + 0.05;};
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void() gambit_jump3 =[ $jump3, gambit_jump4 ] {self.nextthink = time + 0.05;};
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void() gambit_jump4 =[ $jump4, gambit_jump5 ] {self.nextthink = time + 0.05;};
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void() gambit_jump5 =[ $jump5, gambit_jump6 ] {self.nextthink = time + 0.05;};
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void() gambit_jump6 =[ $jump6, gambit_jump7 ] {self.nextthink = time + 0.05;};
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void() gambit_jump7 =[ $jump7, gambit_jump8 ] {self.nextthink = time + 0.05;};
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void() gambit_jump8 =[ $jump8, gambit_jump9 ] {self.nextthink = time + 0.05;};
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void() gambit_jump9 =[ $jump9, gambit_jump10 ] {self.nextthink = time + 0.05;};
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void() gambit_jump10 =[ $jump10, gambit_jump11 ] {self.nextthink = time + 0.05;};
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void() gambit_jump11 =[ $jump11, gambit_jump11 ] {self.nextthink = time + 0.05;}; // stay on this frame until landing
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void() gambit_jump12 =[ $jump12, gambit_jump13 ] {ai_forward(10);};
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void() gambit_jump13 =[ $jump13, gambit_jump14 ] {ai_forward(6);};
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void() gambit_jump14 =[ $jump14, gambit_run1 ] {};
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//============================================================================
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void() gambit_pain1 =[ $pain1, gambit_pain2 ] {};
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void() gambit_pain2 =[ $pain2, gambit_pain3 ] {};
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void() gambit_pain3 =[ $pain3, gambit_pain4 ] {};
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void() gambit_pain4 =[ $pain4, gambit_pain5 ] {};
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void() gambit_pain5 =[ $pain5, gambit_pain6 ] {};
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void() gambit_pain6 =[ $pain6, gambit_run1 ] {};
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void() gambit_paina1 =[ $paina1, gambit_paina2 ] {};
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void() gambit_paina2 =[ $paina2, gambit_paina3 ] {};
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void() gambit_paina3 =[ $paina3, gambit_paina4 ] {};
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void() gambit_paina4 =[ $paina4, gambit_paina5 ] {};
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void() gambit_paina5 =[ $paina5, gambit_paina6 ] {};
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void() gambit_paina6 =[ $paina6, gambit_paina7 ] {};
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void() gambit_paina7 =[ $paina7, gambit_paina8 ] {};
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void() gambit_paina8 =[ $paina8, gambit_paina9 ] {};
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void() gambit_paina9 =[ $paina9, gambit_paina10 ] {};
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void() gambit_paina10 =[ $paina10, gambit_paina11 ] {};
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void() gambit_paina11 =[ $paina11, gambit_paina12 ] {};
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void() gambit_paina12 =[ $paina12, gambit_paina13 ] {};
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void() gambit_paina13 =[ $paina13, gambit_paina14 ] {};
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void() gambit_paina14 =[ $paina14, gambit_paina15 ] {};
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void() gambit_paina15 =[ $paina15, gambit_paina16 ] {};
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void() gambit_paina16 =[ $paina16, gambit_paina17 ] {};
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void() gambit_paina17 =[ $paina17, gambit_paina18 ] {};
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void() gambit_paina18 =[ $paina18, gambit_paina19 ] {};
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void() gambit_paina19 =[ $paina19, gambit_paina20 ] {};
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void() gambit_paina20 =[ $paina20, gambit_paina21 ] {};
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void() gambit_paina21 =[ $paina21, gambit_paina22 ] {};
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void() gambit_paina22 =[ $paina22, gambit_paina23 ] {};
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void() gambit_paina23 =[ $paina23, gambit_paina24 ] {};
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void() gambit_paina24 =[ $paina24, gambit_paina25 ] {};
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void() gambit_paina25 =[ $paina25, gambit_paina26 ] {};
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void() gambit_paina26 =[ $paina26, gambit_run1 ] {};
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//============================================================================
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void() gambit_die1 =[ $death1, gambit_die2 ] {};
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void() gambit_die2 =[ $death2, gambit_die3 ] {};
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void() gambit_die3 =[ $death3, gambit_die4 ] {self.solid = SOLID_NOT;};
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void() gambit_die4 =[ $death4, gambit_die5 ] {};
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void() gambit_die5 =[ $death5, gambit_die6 ] {};
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void() gambit_die6 =[ $death6, gambit_die7 ] {};
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void() gambit_die7 =[ $death7, gambit_die8 ] {};
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void() gambit_die8 =[ $death8, gambit_die9 ] {};
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void() gambit_die9 =[ $death9, gambit_die10 ] {};
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void() gambit_die10 =[ $death10, gambit_die11 ] {};
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void() gambit_die11 =[ $death11, gambit_die12 ] {};
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void() gambit_die12 =[ $death12, gambit_die13 ] {};
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void() gambit_die13 =[ $death13, gambit_die14 ] {};
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void() gambit_die14 =[ $death14, gambit_die15 ] {};
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void() gambit_die15 =[ $death15, gambit_die16 ] {};
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void() gambit_die16 =[ $death16, gambit_die17 ] {};
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void() gambit_die17 =[ $death17, gambit_die18 ] {};
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void() gambit_die18 =[ $death18, gambit_die18 ] {};
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void() gambit_die =
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{
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MaleDeathSound(2);
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gambit_die1 ();
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};
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//============================================================================
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void(entity attacker, float damage) gambit_pain =
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{
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if (self.pain_finished > time)
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return;
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MalePainSound(2);
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if (time - self.pain_finished > 8)
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{ // always go into pain frame if it has been a while
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gambit_pain1 ();
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self.pain_finished = time + 3;
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return;
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}
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if (random() < 0.75) {
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self.pain_finished = time + 3;
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gambit_pain1 ();
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}
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else {
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self.pain_finished = time + 5;
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gambit_paina1 ();
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}
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};
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//============================================================================
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void() GambitStrike =
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{
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local vector vect;
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local float damg;
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if (vlen(self.enemy.origin - self.origin) > 64)
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return;
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if (!infront(self.enemy))
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return;
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// hurt enemy
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damg = 15 + random() * 5;
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T_Damage(self.enemy, self, self, damg);
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};
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void() gambit_satta1 =[ $satta1, gambit_satta2 ] {ai_charge(4);};
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void() gambit_satta2 =[ $satta2, gambit_satta3 ] {ai_charge(8);};
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void() gambit_satta3 =[ $satta3, gambit_satta4 ] {ai_charge(8);};
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void() gambit_satta4 =[ $satta4, gambit_satta5 ] {ai_charge(8);};
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void() gambit_satta5 =[ $satta5, gambit_satta6 ] {ai_charge(4);};
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void() gambit_satta6 =[ $satta6, gambit_satta7 ] {};
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void() gambit_satta7 =[ $satta7, gambit_satta8 ] {GambitStrike();};
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void() gambit_satta8 =[ $satta8, gambit_satta9 ] {};
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void() gambit_satta9 =[ $satta9, gambit_satta10 ] {ai_forward(4);};
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void() gambit_satta10 =[ $satta10, gambit_satta11 ] {ai_forward(8);};
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void() gambit_satta11 =[ $satta11, gambit_satta12 ] {ai_forward(8);};
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void() gambit_satta12 =[ $satta12, gambit_run1 ] {ai_forward(4);};
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void() gambit_melee =
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{
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sound (self, CHAN_WEAPON, "generic/swing1.wav", 1, ATTN_NORM);
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gambit_satta1 ();
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};
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//============================================================================
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void(float heading_ofs, float zofs) GambitCard =
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{
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local vector newangle, targ_vect, ofs;
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local entity missile;
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targ_vect = normalize(self.enemy.origin - self.origin);
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newangle = vectoangles(targ_vect);
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newangle_y = anglemod(newangle_y + heading_ofs);
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newangle_x = -1 * newangle_x;
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makevectors(newangle);
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ofs = '0 0 0';
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ofs_z = zofs;
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launch_spike (self.origin + ofs + v_forward*14, v_forward);
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newmis.classname = "gambit_card";
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setmodel (newmis, "progs/card.mdl");
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setsize(newmis, '0 0 0', '0 0 0');
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};
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void() gambit_xatta1 =[ $xatta1, gambit_xatta2 ] {ai_forward(4);};
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void() gambit_xatta2 =[ $xatta2, gambit_xatta3 ] {ai_forward(8);};
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void() gambit_xatta3 =[ $xatta3, gambit_xatta4 ] {ai_forward(8);};
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void() gambit_xatta4 =[ $xatta4, gambit_xatta5 ] {ai_forward(8);ai_face();};
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void() gambit_xatta5 =[ $xatta5, gambit_xatta6 ] {ai_forward(10);ai_face();};
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void() gambit_xatta6 =[ $xatta6, gambit_xatta7 ] {ai_forward(10);ai_face();};
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void() gambit_xatta7 =[ $xatta7, gambit_xatta8 ] {ai_forward(10);ai_face();};
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void() gambit_xatta8 =[ $xatta8, gambit_xatta9 ] {ai_forward(8);ai_face();};
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void() gambit_xatta9 =[ $xatta9, gambit_xatta10 ] {ai_forward(8);sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);GambitCard(-5, 16);};
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void() gambit_xatta10 =[ $xatta10, gambit_xatta11 ] {ai_forward(8);GambitCard( 0, 16);};
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void() gambit_xatta11 =[ $xatta11, gambit_xatta12 ] {ai_forward(8);GambitCard( 5, 16);};
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void() gambit_xatta12 =[ $xatta12, gambit_xatta13 ] {ai_forward(6);};
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void() gambit_xatta13 =[ $xatta13, gambit_xatta14 ] {ai_forward(4);};
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void() gambit_xatta14 =[ $xatta14, gambit_run1 ] {ai_forward(2);};
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void() gambit_xattb1 =[ $xattb1, gambit_xattb2 ] {ai_forward(-1);};
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void() gambit_xattb2 =[ $xattb2, gambit_xattb3 ] {ai_forward(-1);sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);GambitCard(-6, 4);};
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void() gambit_xattb3 =[ $xattb3, gambit_xattb4 ] {ai_forward(-3);GambitCard(-3, 4);};
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void() gambit_xattb4 =[ $xattb4, gambit_xattb5 ] {ai_forward(-8);GambitCard( 0, 4);};
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void() gambit_xattb5 =[ $xattb5, gambit_xattb6 ] {ai_forward(-10);GambitCard( 3, 4);};
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void() gambit_xattb6 =[ $xattb6, gambit_xattb7 ] {ai_forward(-10);GambitCard( 6, 4);};
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void() gambit_xattb7 =[ $xattb7, gambit_xattb8 ] {ai_forward(-10);};
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void() gambit_xattb8 =[ $xattb8, gambit_xattb9 ] {ai_forward(-8);};
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void() gambit_xattb9 =[ $xattb9, gambit_xattb10 ] {ai_forward(-8);};
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void() gambit_xattb10 =[ $xattb10, gambit_xattb11 ] {ai_forward(-8);};
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void() gambit_xattb11 =[ $xattb11, gambit_xattb12 ] {ai_forward(-4);};
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void() gambit_xattb12 =[ $xattb12, gambit_run1 ] {};
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void() gambit_special =
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{
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if (self.last_special > (time - 2))
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return;
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self.last_special = time;
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// check head-room
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traceline(self.origin, self.origin + '0 0 54', TRUE, self);
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if (trace_fraction < 1)
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gambit_xatta1();
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else {
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if (random() < 0.5)
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gambit_xatta1();
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else
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gambit_xattb1();
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}
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};
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//============================================================================
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float() CheckGambitMelee =
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{
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local vector vect;
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if ((enemy_range == RANGE_MELEE) && (vlen(self.origin - self.enemy.origin) < 96))
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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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CheckGambitSpecial
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==============
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*/
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float() CheckGambitSpecial =
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{
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local vector dist, p1, p2, vect;
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local float d;
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if (self.last_special > (time - 4)) {
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makevectors(self.angles);
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if (random() < 0.1) { // jump if looking at player
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vect = normalize(self.enemy.origin - self.origin);
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if (vlen(v_forward - vect) < 0.5)
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gambit_jump1();
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}
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return FALSE;
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}
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// now, check line of sight (between p1 and p2)
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p1 = self.origin;
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p2 = self.enemy.origin;
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traceline(p1, p2, FALSE, self);
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if ((trace_fraction < 1) && (trace_ent != self.enemy))
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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 > 312)
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return FALSE;
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return TRUE;
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};
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float() GambitCheckAttack =
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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 (CheckGambitMelee ())
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{
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self.attack_state = AS_MELEE;
|
|
return TRUE;
|
|
}
|
|
|
|
if (CheckGambitSpecial ())
|
|
{
|
|
self.attack_state = AS_MISSILE;
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
|
|
*/
|
|
void() monster_hell_knight =
|
|
{
|
|
remove(self);
|
|
};
|
|
|
|
void() xmen_gambit =
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
precache_model2 ("progs/gambit1.mdl");
|
|
precache_model2 ("progs/card.mdl");
|
|
|
|
// Xmen Sounds: matched ID sounds
|
|
precache_sound ("boss1/throw.wav");
|
|
|
|
precache_sound ("generic/swing1.wav");
|
|
|
|
/*
|
|
// Unmatched HKnight sounds
|
|
precache_sound2 ("hknight/attack1.wav");
|
|
precache_sound2 ("hknight/death1.wav");
|
|
precache_sound2 ("hknight/pain1.wav");
|
|
precache_sound2 ("hknight/sight1.wav");
|
|
precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2
|
|
precache_sound2 ("hknight/idle.wav");
|
|
precache_sound2 ("hknight/grunt.wav");
|
|
|
|
precache_sound ("knight/sword1.wav");
|
|
precache_sound ("knight/sword2.wav");
|
|
*/
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
setmodel (self, "progs/gambit1.mdl");
|
|
|
|
setsize (self, '-16 -16 -24', '16 16 40');
|
|
self.health = 120 + cvar("skill")*10;
|
|
|
|
self.th_stand = gambit_stand1;
|
|
self.th_walk = gambit_walk1;
|
|
self.th_run = gambit_run1;
|
|
self.th_melee = gambit_melee;
|
|
self.th_missile = gambit_special;
|
|
self.th_pain = gambit_pain;
|
|
self.th_die = gambit_die;
|
|
|
|
walkmonster_start ();
|
|
};
|