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- /* Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- /*
- ==============================================================================
- SHAL-RATH
- ==============================================================================
- */
- $cd /raid/quake/id1/models/shalrath
- $origin 0 0 24
- $base base
- $skin skin
- $scale 0.7
- $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
- $frame attack9 attack10 attack11
- $frame pain1 pain2 pain3 pain4 pain5
- $frame death1 death2 death3 death4 death5 death6 death7
- $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
- $frame walk11 walk12
- void() shalrath_pain;
- void() ShalMissile;
- void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
- void() shal_walk1 =[ $walk2, shal_walk2 ] {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
- ai_walk(6);};
- void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);};
- void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);};
- void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);};
- void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);};
- void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);};
- void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);};
- void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);};
- void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);};
- void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);};
- void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);};
- void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);};
- void() shal_run1 =[ $walk2, shal_run2 ] {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
- ai_run(6);};
- void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);};
- void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);};
- void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);};
- void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);};
- void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);};
- void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);};
- void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);};
- void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);};
- void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);};
- void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);};
- void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);};
- void() shal_attack1 =[ $attack1, shal_attack2 ] {
- sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM);
- ai_face();
- };
- void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();};
- void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();};
- void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();};
- void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();};
- void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();};
- void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();};
- void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();};
- void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();};
- void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();};
- void() shal_attack11 =[ $attack11, shal_run1 ] {};
- void() shal_pain1 =[ $pain1, shal_pain2 ] {};
- void() shal_pain2 =[ $pain2, shal_pain3 ] {};
- void() shal_pain3 =[ $pain3, shal_pain4 ] {};
- void() shal_pain4 =[ $pain4, shal_pain5 ] {};
- void() shal_pain5 =[ $pain5, shal_run1 ] {};
- void() shal_death1 =[ $death1, shal_death2 ] {};
- void() shal_death2 =[ $death2, shal_death3 ] {};
- void() shal_death3 =[ $death3, shal_death4 ] {};
- void() shal_death4 =[ $death4, shal_death5 ] {};
- void() shal_death5 =[ $death5, shal_death6 ] {};
- void() shal_death6 =[ $death6, shal_death7 ] {};
- void() shal_death7 =[ $death7, shal_death7 ] {};
- void() shalrath_pain =
- {
- if (self.pain_finished > time)
- return;
- sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM);
- shal_pain1();
- self.pain_finished = time + 3;
- };
- void() shalrath_die =
- {
- // check for gib
- if (self.health < -90)
- {
- sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
- ThrowHead ("progs/h_shal.mdl", self.health);
- ThrowGib ("progs/gib1.mdl", self.health);
- ThrowGib ("progs/gib2.mdl", self.health);
- ThrowGib ("progs/gib3.mdl", self.health);
- return;
- }
- sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM);
- shal_death1();
- self.solid = SOLID_NOT;
- // insert death sounds here
- };
- /*
- ================
- ShalMissile
- ================
- */
- void() ShalMissileTouch;
- void() ShalHome;
- void() ShalMissile =
- {
- local entity missile;
- local vector dir;
- local float dist, flytime;
- dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
- dist = vlen (self.enemy.origin - self.origin);
- flytime = dist * 0.002;
- if (flytime < 0.1)
- flytime = 0.1;
- self.effects = self.effects | EF_MUZZLEFLASH;
- sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM);
- missile = spawn ();
- missile.owner = self;
- missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLYMISSILE;
- setmodel (missile, "progs/v_spike.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- missile.origin = self.origin + '0 0 10';
- missile.velocity = dir * 400;
- missile.avelocity = '300 300 300';
- missile.nextthink = flytime + time;
- missile.think = ShalHome;
- missile.enemy = self.enemy;
- missile.touch = ShalMissileTouch;
- };
- void() ShalHome =
- {
- local vector dir, vtemp;
- vtemp = self.enemy.origin + '0 0 10';
- if (self.enemy.health < 1)
- {
- remove(self);
- return;
- }
- dir = normalize(vtemp - self.origin);
- if (skill == 3)
- self.velocity = dir * 350;
- else
- self.velocity = dir * 250;
- self.nextthink = time + 0.2;
- self.think = ShalHome;
- };
- void() ShalMissileTouch =
- {
- if (other == self.owner)
- return; // don't explode on owner
- if (other.classname == "monster_zombie")
- T_Damage (other, self, self, 110);
- T_RadiusDamage (self, self.owner, 40, world);
- sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_EXPLOSION);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
- self.velocity = '0 0 0';
- self.touch = SUB_Null;
- setmodel (self, "progs/s_explod.spr");
- self.solid = SOLID_NOT;
- s_explode1 ();
- };
- //=================================================================
- /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
- */
- void() monster_shalrath =
- {
- if (deathmatch)
- {
- remove(self);
- return;
- }
- precache_model2 ("progs/shalrath.mdl");
- precache_model2 ("progs/h_shal.mdl");
- precache_model2 ("progs/v_spike.mdl");
-
- precache_sound2 ("shalrath/attack.wav");
- precache_sound2 ("shalrath/attack2.wav");
- precache_sound2 ("shalrath/death.wav");
- precache_sound2 ("shalrath/idle.wav");
- precache_sound2 ("shalrath/pain.wav");
- precache_sound2 ("shalrath/sight.wav");
-
- self.solid = SOLID_SLIDEBOX;
- self.movetype = MOVETYPE_STEP;
-
- setmodel (self, "progs/shalrath.mdl");
- setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
- self.health = 400;
- self.th_stand = shal_stand;
- self.th_walk = shal_walk1;
- self.th_run = shal_run1;
- self.th_die = shalrath_die;
- self.th_pain = shalrath_pain;
- self.th_missile = shal_attack1;
- self.think = walkmonster_start;
- self.nextthink = time + 0.1 + random ()*0.1;
- };
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