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- /* Copyright (C) 1996-2022 id Software LLC
- 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.
- */
- /*
- ==============================================================================
- ZOMBIE
- ==============================================================================
- */
- $cd /raid/quake/id1/models/zombie
- $origin 0 0 24
- $base base
- $skin skin
- $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
- $frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
- $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11
- $frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
- $frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
- $frame run13 run14 run15 run16 run17 run18
- $frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11
- $frame atta12 atta13
- $frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11
- $frame attb12 attb13 attb14
- $frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11
- $frame attc12
- $frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10
- $frame paina11 paina12
- $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
- $frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19
- $frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28
- $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
- $frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18
- $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
- $frame paind11 paind12 paind13
- $frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
- $frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19
- $frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28
- $frame paine29 paine30
- $frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6 cruc_7
- $frame cruc_8 cruc_9 cruc_10 cruc_11 cruc_12 cruc_13
- $frame cruc_14 cruc_15 cruc_16
- float SPAWN_CRUCIFIED = 1;
- float SPAWN_LYING = 2;
- float SPAWN_AMBUSH = 4;
- float SPAWN_SNEAKY = 8;
- //=============================================================================
- .float inpain;
- void() zombie_escape1;
- void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();};
- void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();};
- void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();};
- void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();};
- void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();};
- void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();};
- void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();};
- void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();};
- void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();};
- void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();};
- void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();};
- void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();};
- void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();};
- void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();};
- void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();};
- // zombie_lurk is an improved version of what zombie did in zombie_crucXX
- // with an added check for enemies if they're sneaky types...
- void() zombie_lurk =
- {
- if (self.spawnflags & SPAWN_SNEAKY)
- {
- // not pausing before attack, but looking for player.
- if (!self.pain_finished)
- {
- if(FindTarget ())
- return;
- }
- else
- {
- // if we've waited long enough, pounce!
- if ( self.pain_finished < time )
- {
- self.think = zombie_escape1;
- self.nextthink = time + 0.1;
- return;
- }
- }
- }
- self.nextthink = time + 0.1 + random()*0.1;
- };
- void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ]
- {
- zombie_lurk();
- if (random() < 0.1)
- sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);
- };
- void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] { zombie_lurk(); };
- void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] { zombie_lurk(); };
- void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] { zombie_lurk(); };
- void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] { zombie_lurk(); };
- void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] { zombie_lurk(); };
- void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);};
- void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);};
- void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);};
- void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);};
- void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);};
- void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);};
- void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);};
- void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);};
- void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);};
- void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);};
- void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);};
- void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);};
- void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);};
- void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);};
- void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);};
- void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);};
- void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);};
- void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);};
- void() zombie_walk19 =[ $walk19, zombie_walk1 ] {
- ai_walk(0);
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);};
- void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;};
- void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);};
- void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);};
- void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);};
- void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);};
- void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);};
- void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);};
- void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);};
- void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);};
- void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);};
- void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);};
- void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);};
- void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);};
- void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);};
- void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);};
- void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);};
- void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);};
- void() zombie_run18 =[ $run18, zombie_run1 ] {
- ai_run(8);
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
- if (random() > 0.8)
- sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE);
- };
- /*
- =============================================================================
- ATTACKS
- =============================================================================
- */
- void() ZombieGrenadeTouch =
- {
- if (other == self.owner)
- return; // don't explode on owner
- if (other.takedamage)
- {
- T_Damage (other, self, self.owner, 10 );
- sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
- remove (self);
- return;
- }
- sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
- self.velocity = '0 0 0';
- self.avelocity = '0 0 0';
- self.touch = SUB_Remove;
- };
- /*
- ================
- ZombieFireGrenade
- ================
- */
- void(vector st) ZombieFireGrenade =
- {
- local entity missile, mpuff;
- local vector org;
- sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM);
- missile = spawn ();
- missile.owner = self;
- missile.movetype = MOVETYPE_BOUNCE;
- missile.solid = SOLID_BBOX;
- // calc org
- org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up;
-
- // set missile speed
- makevectors (self.angles);
- missile.velocity = normalize(self.enemy.origin - org);
- missile.velocity = missile.velocity * 600;
- missile.velocity_z = 200;
- missile.avelocity = '3000 1000 2000';
- missile.touch = ZombieGrenadeTouch;
-
- // set missile duration
- missile.nextthink = time + 2.5;
- missile.think = SUB_Remove;
- setmodel (missile, "progs/zom_gib.mdl");
- setsize (missile, '0 0 0', '0 0 0');
- setorigin (missile, org);
- };
- void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();};
- void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();};
- void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();};
- void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();};
- void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();};
- void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();};
- void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();};
- void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();};
- void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();};
- void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();};
- void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();};
- void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();};
- void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');};
- void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();};
- void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();};
- void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();};
- void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();};
- void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();};
- void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();};
- void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();};
- void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();};
- void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();};
- void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();};
- void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();};
- void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();};
- void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();};
- void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');};
- void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();};
- void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();};
- void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();};
- void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();};
- void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();};
- void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();};
- void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();};
- void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();};
- void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();};
- void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();};
- void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();};
- void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');};
- void() zombie_missile =
- {
- local float r;
-
- droptofloor();
- r = random();
-
- if (r < 0.3)
- zombie_atta1 ();
- else if (r < 0.6)
- zombie_attb1 ();
- else
- zombie_attc1 ();
- };
- /*
- =============================================================================
- PAIN
- =============================================================================
- */
- void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);};
- void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);};
- void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);};
- void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);};
- void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);};
- void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);};
- void() zombie_paina7 =[ $paina7, zombie_paina8 ] {};
- void() zombie_paina8 =[ $paina8, zombie_paina9 ] {};
- void() zombie_paina9 =[ $paina9, zombie_paina10 ] {};
- void() zombie_paina10 =[ $paina10, zombie_paina11 ] {};
- void() zombie_paina11 =[ $paina11, zombie_paina12 ] {};
- void() zombie_paina12 =[ $paina12, zombie_run1 ] {};
- void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
- void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);};
- void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);};
- void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);};
- void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);};
- void() zombie_painb6 =[ $painb6, zombie_painb7 ] {};
- void() zombie_painb7 =[ $painb7, zombie_painb8 ] {};
- void() zombie_painb8 =[ $painb8, zombie_painb9 ] {};
- void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);};
- void() zombie_painb10 =[ $painb10, zombie_painb11 ] {};
- void() zombie_painb11 =[ $painb11, zombie_painb12 ] {};
- void() zombie_painb12 =[ $painb12, zombie_painb13 ] {};
- void() zombie_painb13 =[ $painb13, zombie_painb14 ] {};
- void() zombie_painb14 =[ $painb14, zombie_painb15 ] {};
- void() zombie_painb15 =[ $painb15, zombie_painb16 ] {};
- void() zombie_painb16 =[ $painb16, zombie_painb17 ] {};
- void() zombie_painb17 =[ $painb17, zombie_painb18 ] {};
- void() zombie_painb18 =[ $painb18, zombie_painb19 ] {};
- void() zombie_painb19 =[ $painb19, zombie_painb20 ] {};
- void() zombie_painb20 =[ $painb20, zombie_painb21 ] {};
- void() zombie_painb21 =[ $painb21, zombie_painb22 ] {};
- void() zombie_painb22 =[ $painb22, zombie_painb23 ] {};
- void() zombie_painb23 =[ $painb23, zombie_painb24 ] {};
- void() zombie_painb24 =[ $painb24, zombie_painb25 ] {};
- void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);};
- void() zombie_painb26 =[ $painb26, zombie_painb27 ] {};
- void() zombie_painb27 =[ $painb27, zombie_painb28 ] {};
- void() zombie_painb28 =[ $painb28, zombie_run1 ] {};
- void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);};
- void() zombie_painc2 =[ $painc2, zombie_painc3 ] {};
- void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);};
- void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);};
- void() zombie_painc5 =[ $painc5, zombie_painc6 ] {};
- void() zombie_painc6 =[ $painc6, zombie_painc7 ] {};
- void() zombie_painc7 =[ $painc7, zombie_painc8 ] {};
- void() zombie_painc8 =[ $painc8, zombie_painc9 ] {};
- void() zombie_painc9 =[ $painc9, zombie_painc10 ] {};
- void() zombie_painc10 =[ $painc10, zombie_painc11 ] {};
- void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);};
- void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);};
- void() zombie_painc13 =[ $painc13, zombie_painc14 ] {};
- void() zombie_painc14 =[ $painc14, zombie_painc15 ] {};
- void() zombie_painc15 =[ $painc15, zombie_painc16 ] {};
- void() zombie_painc16 =[ $painc16, zombie_painc17 ] {};
- void() zombie_painc17 =[ $painc17, zombie_painc18 ] {};
- void() zombie_painc18 =[ $painc18, zombie_run1 ] {};
- void() zombie_paind1 =[ $paind1, zombie_paind2 ]
- {
- sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
- droptofloor();
- };
- void() zombie_paind2 =[ $paind2, zombie_paind3 ] {};
- void() zombie_paind3 =[ $paind3, zombie_paind4 ] {};
- void() zombie_paind4 =[ $paind4, zombie_paind5 ] {};
- void() zombie_paind5 =[ $paind5, zombie_paind6 ] {};
- void() zombie_paind6 =[ $paind6, zombie_paind7 ] {};
- void() zombie_paind7 =[ $paind7, zombie_paind8 ] {};
- void() zombie_paind8 =[ $paind8, zombie_paind9 ] {};
- void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);};
- void() zombie_paind10 =[ $paind10, zombie_paind11 ] {};
- void() zombie_paind11 =[ $paind11, zombie_paind12 ] {};
- void() zombie_paind12 =[ $paind12, zombie_paind13 ] {};
- void() zombie_paind13 =[ $paind13, zombie_run1 ] {};
- void() zombie_paine1 =[ $paine1, zombie_paine2 ]
- {
- sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);
- self.health = 60;
- };
- void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);};
- void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);};
- void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);};
- void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);};
- void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);};
- void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);};
- void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);};
- void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);};
- void() zombie_paine10 =[ $paine10, zombie_paine11 ]
- {
- sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);
- self.solid = SOLID_NOT;
- };
- void() zombie_paine11 =[ $paine11, zombie_paine12 ]
- {
- droptofloor();
- self.nextthink = self.nextthink + 5;
- self.health = 60;
- };
- void() zombie_paine12 =[ $paine12, zombie_paine13 ]
- {
- // see if ok to stand up
- droptofloor();
- self.health = 60;
- sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
- setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
- self.solid = SOLID_SLIDEBOX;
- if (!walkmove (0, 0))
- {
- self.think = zombie_paine11;
- self.solid = SOLID_NOT;
- return;
- }
- };
- void() zombie_paine13 =[ $paine13, zombie_paine14 ] {};
- void() zombie_paine14 =[ $paine14, zombie_paine15 ] {};
- void() zombie_paine15 =[ $paine15, zombie_paine16 ] {};
- void() zombie_paine16 =[ $paine16, zombie_paine17 ] {};
- void() zombie_paine17 =[ $paine17, zombie_paine18 ] {};
- void() zombie_paine18 =[ $paine18, zombie_paine19 ] {};
- void() zombie_paine19 =[ $paine19, zombie_paine20 ] {};
- void() zombie_paine20 =[ $paine20, zombie_paine21 ] {};
- void() zombie_paine21 =[ $paine21, zombie_paine22 ] {};
- void() zombie_paine22 =[ $paine22, zombie_paine23 ] {};
- void() zombie_paine23 =[ $paine23, zombie_paine24 ] {};
- void() zombie_paine24 =[ $paine24, zombie_paine25 ] {};
- void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);};
- void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);};
- void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);};
- void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);};
- void() zombie_paine29 =[ $paine29, zombie_paine30 ] {};
- void() zombie_paine30 =[ $paine30, zombie_run1 ]
- { };
- void() zombie_die =
- {
- sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM);
- ThrowHead ("progs/h_zombie.mdl", self.health);
- ThrowGib ("progs/gib1.mdl", self.health);
- ThrowGib ("progs/gib2.mdl", self.health);
- ThrowGib ("progs/gib3.mdl", self.health);
- };
- /*
- =================
- zombie_pain
- Zombies can only be killed (gibbed) by doing 60 hit points of damage
- in a single frame (rockets, grenades, quad shotgun, quad nailgun).
- A hit of 25 points or more (super shotgun, quad nailgun) will allways put it
- down to the ground.
- A hit of from 10 to 40 points in one frame will cause it to go down if it
- has been twice in two seconds, otherwise it goes into one of the four
- fast pain frames.
- A hit of less than 10 points of damage (winged by a shotgun) will be ignored.
- FIXME: don't use pain_finished because of nightmare hack
- =================
- */
- void(entity attacker, float take) zombie_pain =
- {
- local float r;
- self.health = 60; // allways reset health
- if (take < 9)
- return; // totally ignore
- if (self.inpain == 2)
- return; // down on ground, so don't reset any counters
- // go down immediately if a big enough hit
- if (take >= 25)
- {
- self.inpain = 2;
- zombie_paine1 ();
- return;
- }
-
- if (self.inpain)
- {
- // if hit again in next gre seconds while not in pain frames, definately drop
- self.pain_finished = time + 3;
- return; // currently going through an animation, don't change
- }
-
- if (self.pain_finished > time)
- {
- // hit again, so drop down
- self.inpain = 2;
- zombie_paine1 ();
- return;
- }
- // gp into one of the fast pain animations
- self.inpain = 1;
- r = random();
- if (r < 0.25)
- zombie_paina1 ();
- else if (r < 0.5)
- zombie_painb1 ();
- else if (r < 0.75)
- zombie_painc1 ();
- else
- zombie_paind1 ();
- };
- void() zombie_sleep = [ $paine11, zombie_sleep ] { ai_stand(); };
- void() zombie_wake =
- {
- self.th_stand = zombie_stand1;
- self.th_walk = zombie_walk1;
- self.th_pain = zombie_pain;
- self.th_run = zombie_run1;
- self.th_missile = zombie_missile;
- // paine12 will handle setting solid, just make the size box correct.
- // self.solid = SOLID_SLIDEBOX;
- // setsize (self, '-16 -16 -24', '16 16 40');
- zombie_paine12();
- };
- void() zombie_escape1=[ $cruc_1, zombie_escape2 ] {self.nextthink=time+0.20;};
- void() zombie_escape2=[ $cruc_2, zombie_escape3 ] {self.nextthink=time+0.20;};
- void() zombie_escape3=[ $cruc_3, zombie_escape4 ] {self.nextthink=time+0.20;};
- void() zombie_escape4=[ $cruc_4, zombie_escape5 ] {self.nextthink=time+0.20;};
- void() zombie_escape5=[ $cruc_5, zombie_escape6 ] {self.nextthink=time+0.15;};
- void() zombie_escape6=[ $cruc_6, zombie_escape7 ] {self.nextthink=time+0.15;};
- void() zombie_escape7=[ $cruc_7, zombie_escape8 ] {self.nextthink=time+0.15;};
- void() zombie_escape8=[ $cruc_8, zombie_escape9 ] {self.nextthink=time+0.15;};
- void() zombie_escape9=[ $cruc_9, zombie_escape10 ] {self.nextthink=time+0.15;};
- void() zombie_escape10=[$cruc_10, zombie_escape11] {self.nextthink=time+0.15;};
- void() zombie_escape11=[$cruc_11, zombie_escape12] {self.nextthink=time+0.10;};
- void() zombie_escape12=[$cruc_12, zombie_escape13] {self.nextthink=time+0.10;};
- void() zombie_escape13=[$cruc_13, zombie_escape14] {self.nextthink=time+0.10;};
- void() zombie_escape14=[$cruc_14, zombie_escape15]
- {
- makevectors (self.angles);
- setorigin ( self, self.origin + v_forward * 8);
- self.nextthink=time+0.15;
- };
- void() zombie_escape15=[ $cruc_15, zombie_escape16]
- {
- makevectors (self.angles);
- setorigin ( self, self.origin + v_forward * 8);
- self.nextthink=time+0.15;
- };
- void() zombie_escape16 = [ $cruc_16, zombie_run1 ]
- {
- self.solid = SOLID_SLIDEBOX;
- self.movetype = MOVETYPE_STEP;
- self.takedamage = DAMAGE_AIM;
- self.th_stand = zombie_stand1;
- self.th_walk = zombie_walk1;
- self.th_pain = zombie_pain;
- self.th_run = zombie_run1;
- self.th_missile = zombie_missile;
- self.health = 60;
- sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);
- droptofloor();
- };
- void() zombie_escape =
- {
- if (!self.pain_finished)
- {
- self.pain_finished = time + self.delay;
- }
- self.think = zombie_cruc1;
- self.nextthink = time + 0.1;
- };
- //============================================================================
- /*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified Lying ambush Sneaky
- Crucified - Zombie stays stuck in the wall, moans and writhes.
- Lying - Zombie will start lying down, and stand when player spotted.
- Ambush - Just like all the other ambush flags.
- Sneaky - Zombie stays stuck in the wall, but breaks his chains, hops off the wall, and attacks after seeing the player.
- If crucified, stick the bounding box 12 pixels back into a wall to look right.
- */
- void() monster_zombie =
- {
- if (deathmatch)
- {
- remove(self);
- return;
- }
- precache_model ("progs/zombie.mdl");
- precache_model ("progs/h_zombie.mdl");
- precache_model ("progs/zom_gib.mdl");
- precache_sound ("zombie/z_idle.wav");
- precache_sound ("zombie/z_idle1.wav");
- precache_sound ("zombie/z_shot1.wav");
- precache_sound ("zombie/z_gib.wav");
- precache_sound ("zombie/z_pain.wav");
- precache_sound ("zombie/z_pain1.wav");
- precache_sound ("zombie/z_fall.wav");
- precache_sound ("zombie/z_miss.wav");
- precache_sound ("zombie/z_hit.wav");
- precache_sound ("zombie/idle_w2.wav");
- self.solid = SOLID_SLIDEBOX;
- self.movetype = MOVETYPE_STEP;
- setmodel (self, "progs/zombie.mdl");
- setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
- self.health = 60;
- self.th_stand = zombie_stand1;
- self.th_walk = zombie_walk1;
- self.th_run = zombie_run1;
- self.th_pain = zombie_pain;
- self.th_die = zombie_die;
- self.th_missile = zombie_missile;
- if (self.spawnflags & SPAWN_CRUCIFIED)
- {
- self.movetype = MOVETYPE_NONE;
- zombie_cruc1 ();
- }
- else if (self.spawnflags & SPAWN_LYING)
- {
- self.solid = SOLID_NOT;
- self.th_stand = zombie_sleep;
- self.th_run = zombie_wake;
- self.th_walk = zombie_wake;
- self.th_pain = zombie_wake;
- self.th_missile = zombie_wake;
- setsize (self, '-16 -16 -24', '16 16 -16');
- // HOLY HACK, BATMAN! - Don't blame me. Check out FindTarget in ai.qc!
- if ( self.spawnflags & SPAWN_AMBUSH)
- self.spawnflags = SPAWN_LYING;
- walkmonster_start();
- }
- else if (self.spawnflags & SPAWN_SNEAKY)
- {
- self.movetype = MOVETYPE_NONE;
- self.solid = SOLID_NOT;
- self.th_stand = zombie_cruc1;
- self.th_run = zombie_escape;
- self.th_walk = zombie_escape;
- self.th_pain = zombie_escape;
- self.th_missile = zombie_escape;
- if (!self.delay)
- self.delay = 3;
- self.ideal_yaw = self.angles * '0 1 0';
- if (!self.yaw_speed)
- self.yaw_speed = 20;
- self.view_ofs = '0 0 25';
- self.flags = self.flags | FL_MONSTER;
- self.th_stand ();
- self.nextthink = self.nextthink + random()*0.5;
- total_monsters = total_monsters + 1;
- }
- else
- {
- if (self.spawnflags & SPAWN_AMBUSH)
- self.spawnflags = SPAWN_LYING;
- walkmonster_start();
- }
- };
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