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Text File  |  1996-09-15  |  8KB  |  240 lines

  1. /*
  2. ==============================================================================
  3.  
  4. SHAL-RATH
  5.  
  6. ==============================================================================
  7. */
  8. $cd id1/models/shalrath
  9. $origin 0 0 24
  10. $base base
  11. $skin skin
  12. $scale 0.7
  13.  
  14. $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
  15. $frame attack9 attack10 attack11
  16.  
  17. $frame pain1 pain2 pain3 pain4 pain5 
  18.  
  19. $frame death1 death2 death3 death4 death5 death6 death7
  20.  
  21. $frame    walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
  22. $frame    walk11 walk12
  23.  
  24. void() shalrath_pain;
  25. void() ShalMissile;
  26. void() shal_stand     =[      $walk1,       shal_stand    ] {ai_stand();};
  27.  
  28. void() shal_walk1     =[      $walk2,       shal_walk2    ] {
  29. if (random() < 0.2)
  30.     sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
  31. ai_walk(6);};
  32. void() shal_walk2     =[      $walk3,       shal_walk3    ] {ai_walk(4);};
  33. void() shal_walk3     =[      $walk4,       shal_walk4    ] {ai_walk(0);};
  34. void() shal_walk4     =[      $walk5,       shal_walk5    ] {ai_walk(0);};
  35. void() shal_walk5     =[      $walk6,       shal_walk6    ] {ai_walk(0);};
  36. void() shal_walk6     =[      $walk7,       shal_walk7    ] {ai_walk(0);};
  37. void() shal_walk7     =[      $walk8,       shal_walk8    ] {ai_walk(5);};
  38. void() shal_walk8     =[      $walk9,       shal_walk9    ] {ai_walk(6);};
  39. void() shal_walk9     =[      $walk10,       shal_walk10    ] {ai_walk(5);};
  40. void() shal_walk10    =[      $walk11,       shal_walk11    ] {ai_walk(0);};
  41. void() shal_walk11    =[      $walk12,       shal_walk12    ] {ai_walk(4);};
  42. void() shal_walk12    =[      $walk1,       shal_walk1    ] {ai_walk(5);};
  43.  
  44. void() shal_run1     =[      $walk2,       shal_run2    ] {
  45. if (random() < 0.2)
  46.     sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE);
  47. ai_run(6);};
  48. void() shal_run2     =[      $walk3,       shal_run3    ] {ai_run(4);};
  49. void() shal_run3     =[      $walk4,       shal_run4    ] {ai_run(0);};
  50. void() shal_run4     =[      $walk5,       shal_run5    ] {ai_run(0);};
  51. void() shal_run5     =[      $walk6,       shal_run6    ] {ai_run(0);};
  52. void() shal_run6     =[      $walk7,       shal_run7    ] {ai_run(0);};
  53. void() shal_run7     =[      $walk8,       shal_run8    ] {ai_run(5);};
  54. void() shal_run8     =[      $walk9,       shal_run9    ] {ai_run(6);};
  55. void() shal_run9     =[      $walk10,       shal_run10    ] {ai_run(5);};
  56. void() shal_run10    =[      $walk11,       shal_run11    ] {ai_run(0);};
  57. void() shal_run11    =[      $walk12,       shal_run12    ] {ai_run(4);};
  58. void() shal_run12    =[      $walk1,       shal_run1    ] {ai_run(5);};
  59.  
  60. void() shal_attack1     =[      $attack1,       shal_attack2    ] {
  61. sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM);
  62. ai_face();
  63. };
  64. void() shal_attack2     =[      $attack2,       shal_attack3    ] {ai_face();};
  65. void() shal_attack3     =[      $attack3,       shal_attack4    ] {ai_face();};
  66. void() shal_attack4     =[      $attack4,       shal_attack5    ] {ai_face();};
  67. void() shal_attack5     =[      $attack5,       shal_attack6    ] {ai_face();};
  68. void() shal_attack6     =[      $attack6,       shal_attack7    ] {ai_face();};
  69. void() shal_attack7     =[      $attack7,       shal_attack8    ] {ai_face();};
  70. void() shal_attack8     =[      $attack8,       shal_attack9    ] {ai_face();};
  71. void() shal_attack9     =[      $attack9,       shal_attack10   ] {ShalMissile();};
  72. void() shal_attack10    =[      $attack10,      shal_attack11   ] {ai_face();};
  73. void() shal_attack11    =[      $attack11,      shal_run1   ] {};
  74.  
  75. void() shal_pain1       =[      $pain1, shal_pain2      ] {};
  76. void() shal_pain2       =[      $pain2, shal_pain3      ] {};
  77. void() shal_pain3       =[      $pain3, shal_pain4      ] {};
  78. void() shal_pain4       =[      $pain4, shal_pain5      ] {};
  79. void() shal_pain5       =[      $pain5, shal_run1      ] {};
  80.  
  81. void() shal_death1      =[      $death1,        shal_death2     ] {};
  82. void() shal_death2      =[      $death2,        shal_death3     ] {};
  83. void() shal_death3      =[      $death3,        shal_death4     ] {};
  84. void() shal_death4      =[      $death4,        shal_death5     ] {};
  85. void() shal_death5      =[      $death5,        shal_death6     ] {};
  86. void() shal_death6      =[      $death6,        shal_death7     ] {};
  87. void() shal_death7      =[      $death7,        shal_death7    ] {};
  88.  
  89.  
  90. void() shalrath_pain =
  91. {
  92.     if (self.pain_finished > time)
  93.         return;
  94.  
  95.     sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM);
  96.     shal_pain1();
  97.     self.pain_finished = time + 3;
  98. };
  99.  
  100. void() shalrath_die =
  101. {
  102. // check for gib
  103.     if (self.health < -90)
  104.     {
  105.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  106.         ThrowHead ("progs/h_shal.mdl", self.health);
  107.         ThrowGib ("progs/gib1.mdl", self.health);
  108.         ThrowGib ("progs/gib2.mdl", self.health);
  109.         ThrowGib ("progs/gib3.mdl", self.health);
  110.         return;
  111.     }
  112.  
  113.     sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM);
  114.     shal_death1();
  115.     self.solid = SOLID_NOT;
  116.     // insert death sounds here
  117. };
  118.  
  119. /*
  120. ================
  121. ShalMissile
  122. ================
  123. */
  124. void() ShalMissileTouch;
  125. void() ShalHome;
  126. void() ShalMissile =
  127. {
  128.     local    entity     missile;
  129.     local    vector    dir;
  130.     local    float    dist, flytime;
  131.  
  132.     dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
  133.     dist = vlen (self.enemy.origin - self.origin);
  134.     flytime = dist * 0.002;
  135.     if (flytime < 0.1)
  136.         flytime = 0.1;
  137.  
  138.     self.effects = self.effects | EF_MUZZLEFLASH;
  139.     sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM);
  140.  
  141.     missile = spawn ();
  142.     missile.owner = self;
  143.  
  144.     missile.solid = SOLID_BBOX;
  145.     missile.movetype = MOVETYPE_FLYMISSILE;
  146.     setmodel (missile, "progs/v_spike.mdl");
  147.  
  148.     setsize (missile, '0 0 0', '0 0 0');        
  149.  
  150.     missile.origin = self.origin + '0 0 10';
  151.     missile.velocity = dir * 400;
  152.     missile.avelocity = '300 300 300';
  153.     missile.nextthink = flytime + time;
  154.     missile.think = ShalHome;
  155.     missile.enemy = self.enemy;
  156.     missile.touch = ShalMissileTouch;
  157. };
  158.  
  159. void() ShalHome =
  160. {
  161.     local vector    dir, vtemp;
  162.     vtemp = self.enemy.origin + '0 0 10';
  163.     if (self.enemy.health < 1)
  164.     {
  165.         remove(self);
  166.         return;
  167.     }
  168.     dir = normalize(vtemp - self.origin);
  169.     if (skill == 3)
  170.         self.velocity = dir * 350;
  171.     else
  172.         self.velocity = dir * 250;
  173.     self.nextthink = time + 0.2;
  174.     self.think = ShalHome;    
  175. };
  176.  
  177. void() ShalMissileTouch =
  178. {
  179.     if (other == self.owner)
  180.         return;        // don't explode on owner
  181.  
  182.     if (other.classname == "monster_zombie")
  183.         T_Damage (other, self, self, 110);    
  184.     T_RadiusDamage (self, self.owner, 40, world);
  185.     sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
  186.  
  187.     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  188.     WriteByte (MSG_BROADCAST, TE_EXPLOSION);
  189.     WriteCoord (MSG_BROADCAST, self.origin_x);
  190.     WriteCoord (MSG_BROADCAST, self.origin_y);
  191.     WriteCoord (MSG_BROADCAST, self.origin_z);
  192.  
  193.     self.velocity = '0 0 0';
  194.     self.touch = SUB_Null;
  195.     setmodel (self, "progs/s_explod.spr");
  196.     self.solid = SOLID_NOT;
  197.     s_explode1 ();
  198. };
  199.  
  200. //=================================================================
  201.  
  202. /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
  203. */
  204. void() monster_shalrath =
  205. {
  206.     if (deathmatch!=0 && deathmatch!=3)
  207.     {
  208.         remove(self);
  209.         return;
  210.     }
  211.     precache_model2 ("progs/shalrath.mdl");
  212.     precache_model2 ("progs/h_shal.mdl");
  213.     precache_model2 ("progs/v_spike.mdl");
  214.     
  215.     precache_sound2 ("shalrath/attack.wav");
  216.     precache_sound2 ("shalrath/attack2.wav");
  217.     precache_sound2 ("shalrath/death.wav");
  218.     precache_sound2 ("shalrath/idle.wav");
  219.     precache_sound2 ("shalrath/pain.wav");
  220.     precache_sound2 ("shalrath/sight.wav");
  221.     
  222.     self.solid = SOLID_SLIDEBOX;
  223.     self.movetype = MOVETYPE_STEP;
  224.     
  225.     setmodel (self, "progs/shalrath.mdl");
  226.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  227.     self.health = 400;
  228.  
  229.     self.th_stand = shal_stand;
  230.     self.th_walk = shal_walk1;
  231.     self.th_run = shal_run1;
  232.     self.th_die = shalrath_die;
  233.     self.th_pain = shalrath_pain;
  234.     self.th_missile = shal_attack1;
  235.  
  236.     self.think = walkmonster_start;
  237.     self.nextthink = time + 0.1 + random ()*0.1;    
  238.  
  239. };
  240.