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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.
- */
- /*
- ==============================================================================
- KNIGHT
- ==============================================================================
- */
- $cd /raid/quake/id1/models/knight
- $origin 0 0 24
- $base base
- $skin badass3
- $skin statue
- $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
- $frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
- //frame runc1 runc2 runc3 runc4 runc5 runc6
- $frame runattack1 runattack2 runattack3 runattack4 runattack5
- $frame runattack6 runattack7 runattack8 runattack9 runattack10
- $frame runattack11
- $frame pain1 pain2 pain3
- $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
- $frame painb10 painb11
- //frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
- //frame attack8 attack9 attack10 attack11
- $frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
- $frame attackb6 attackb7 attackb8 attackb9 attackb10
- $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
- $frame walk10 walk11 walk12 walk13 walk14
- $frame kneel1 kneel2 kneel3 kneel4 kneel5
- $frame standing2 standing3 standing4 standing5
- $frame death1 death2 death3 death4 death5 death6 death7 death8
- $frame death9 death10
- $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
- $frame deathb9 deathb10 deathb11
- void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();};
- void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();};
- void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();};
- void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();};
- void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();};
- void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();};
- void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();};
- void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();};
- void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();};
- void() kn_idle_sound =
- {
- if (random() < 0.2)
- {
- if (self.spawnflags & 2) // statue
- sound (self, CHAN_VOICE, "statue/idle.wav", 1, ATTN_IDLE);
- else
- sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
- }
- };
- void() knight_walk1 =[ $walk1, knight_walk2 ]
- { kn_idle_sound(); ai_walk(3);};
- void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);};
- void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);};
- void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);};
- void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);};
- void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);};
- void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);};
- void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);};
- void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);};
- void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);};
- void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);};
- void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);};
- void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);};
- void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);};
- void() knight_run1 =[ $runb1, knight_run2 ]
- { kn_idle_sound(); ai_run(16); };
- void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);};
- void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);};
- void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);};
- void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);};
- void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);};
- void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);};
- void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);};
- void() knight_runatk1 =[ $runattack1, knight_runatk2 ]
- {
- if (random() > 0.5)
- sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
- else
- sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
- ai_charge(20);
- };
- void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();};
- void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();};
- void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();};
- void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();};
- void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();};
- void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();};
- void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();};
- void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();};
- void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();};
- void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);};
- void() knight_atk1 =[ $attackb1, knight_atk2 ]
- {
- sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
- ai_charge(0);};
- void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);};
- void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);};
- void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);};
- void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);};
- void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();};
- void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();};
- void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3);
- ai_melee();};
- void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);};
- void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);};
- //void() knight_atk9 =[ $attack9, knight_atk10 ] {};
- //void() knight_atk10 =[ $attack10, knight_atk11 ] {};
- //void() knight_atk11 =[ $attack11, knight_run1 ] {};
- //===========================================================================
- void() knight_pain1 =[ $pain1, knight_pain2 ] {};
- void() knight_pain2 =[ $pain2, knight_pain3 ] {};
- void() knight_pain3 =[ $pain3, knight_run1 ] {};
- void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);};
- void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);};
- void() knight_painb3 =[ $painb3, knight_painb4 ] {};
- void() knight_painb4 =[ $painb4, knight_painb5 ] {};
- void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);};
- void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);};
- void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);};
- void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);};
- void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);};
- void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);};
- void() knight_painb11 =[ $painb11, knight_run1 ] {};
- void(entity attacker, float damage) knight_pain =
- {
- local float r;
- if (self.pain_finished > time)
- return;
- r = random();
-
- if (self.spawnflags & 2) // statue
- sound (self, CHAN_VOICE, "statue/pain.wav", 1, ATTN_NORM);
- else
- sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
-
- if (r < 0.85)
- {
- knight_pain1 ();
- self.pain_finished = time + 1;
- }
- else
- {
- knight_painb1 ();
- self.pain_finished = time + 1;
- }
-
- };
- //===========================================================================
- void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();};
- void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();};
- void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();};
- void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();};
- void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();};
- void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();};
- void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();};
- void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();};
- void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();};
- void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();};
- void() knight_die1 =[ $death1, knight_die2 ] {};
- void() knight_die2 =[ $death2, knight_die3 ] {};
- void() knight_die3 =[ $death3, knight_die4 ]
- {self.solid = SOLID_NOT;};
- void() knight_die4 =[ $death4, knight_die5 ] {};
- void() knight_die5 =[ $death5, knight_die6 ] {};
- void() knight_die6 =[ $death6, knight_die7 ] {};
- void() knight_die7 =[ $death7, knight_die8 ] {};
- void() knight_die8 =[ $death8, knight_die9 ] {};
- void() knight_die9 =[ $death9, knight_die10] {};
- void() knight_die10=[ $death10, knight_die10] {};
- void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {};
- void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {};
- void() knight_dieb3 =[ $deathb3, knight_dieb4 ]
- {self.solid = SOLID_NOT;};
- void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {};
- void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {};
- void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {};
- void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {};
- void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {};
- void() knight_dieb9 =[ $deathb9, knight_dieb10] {};
- void() knight_dieb10 = [ $deathb10, knight_dieb11] {};
- void() knight_dieb11 = [ $deathb11, knight_dieb11] {};
- void() knight_die =
- {
- // check for gib
- if (self.health < -40)
- {
- sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
- ThrowHead ("progs/h_knight.mdl", self.health);
-
- if (self.spawnflags & 2) // statue
- {
- ThrowGib ( "progs/statgib1.mdl", self.health);
- ThrowGib ( "progs/statgib2.mdl", self.health);
- ThrowGib ( "progs/statgib3.mdl", self.health);
- }
- else
- {
- ThrowGib ("progs/gib1.mdl", self.health);
- ThrowGib ("progs/gib2.mdl", self.health);
- ThrowGib ("progs/gib3.mdl", self.health);
- }
- return;
- }
- // regular death
- if (self.spawnflags & 2) // statue
- sound (self, CHAN_VOICE, "statue/death.wav", 1, ATTN_NORM);
- else
- sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM);
- if (random() < 0.5)
- knight_die1 ();
- else
- knight_dieb1 ();
- };
- void() knight_pause =
- {
- sound ( self, CHAN_VOICE, "statue/see.wav", 1, ATTN_NORM);
- self.takedamage = DAMAGE_AIM;
- self.th_stand = knight_stand1;
- self.th_walk = knight_walk1;
- self.th_run = knight_run1;
- self.th_melee = knight_atk1;
- self.th_pain = knight_pain;
- self.th_die = knight_die;
- self.use = SUB_Null;
-
- self.think = knight_run1;
- self.enemy = activator;
- self.nextthink = time + 0.1;
- self.think = FoundTarget;
-
- self.delay = 0;
- };
- void() knight_pause1 =
- {
- self.takedamage = DAMAGE_NO;
- self.use = knight_pause;
- self.think = knight_pause1;
- self.nextthink = time + 0.1;
- };
- /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush Statue
- Statue - select this to use the stone skin and have him frozen in place.
- delay: time from sight to attack (default 5)
- frame: frame to be frozen in. (default 44)
- */
- void() monster_knight =
- {
- if (deathmatch)
- {
- remove(self);
- return;
- }
- precache_model ("progs/knight.mdl");
- precache_model ("progs/h_knight.mdl");
- if (self.spawnflags & 2) // statue
- {
- precache_model ( "progs/statgib1.mdl");
- precache_model ( "progs/statgib2.mdl");
- precache_model ( "progs/statgib3.mdl");
- precache_sound ( "statue/see.wav");
- precache_sound ( "statue/idle.wav");
- precache_sound ( "statue/pain.wav");
- precache_sound ( "statue/death.wav");
- }
- else
- {
- precache_sound ("knight/kdeath.wav");
- precache_sound ("knight/khurt.wav");
- precache_sound ("knight/ksight.wav");
- precache_sound ("knight/idle.wav");
- }
-
- precache_sound ("knight/sword1.wav");
- precache_sound ("knight/sword2.wav");
- self.solid = SOLID_SLIDEBOX;
- self.movetype = MOVETYPE_STEP;
- setmodel (self, "progs/knight.mdl");
- setsize (self, '-16 -16 -24', '16 16 40');
- self.health = 75;
- if (self.spawnflags & 2) // statue
- {
- if (self.frame == 0)
- self.frame = 44;
- self.skin = 1;
- if (!self.targetname)
- {
- dprint ("statue not targeted\n");
- dprint (self.classname);
- dprint (" at ");
- dprint (vtos(self.origin));
- dprint ("\n");
- return;
- }
-
- self.use = knight_pause;
- self.th_stand = knight_pause1;
- self.th_walk = knight_pause1;
- self.th_run = knight_pause1;
- /*
- self.th_stand = knight_pause1;
- self.th_walk = knight_pause;
- self.th_run = knight_pause;
- self.th_melee = knight_atk1;
- self.th_pain = knight_pause;
- self.th_die = knight_die;
- */
- walkmonster_start ();
- }
- else
- {
- self.th_stand = knight_stand1;
- self.th_walk = knight_walk1;
- self.th_run = knight_run1;
- self.th_melee = knight_atk1;
- self.th_pain = knight_pain;
- self.th_die = knight_die;
- walkmonster_start ();
- }
- };
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