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Text File  |  1996-10-02  |  11KB  |  301 lines

  1. /*
  2. ==============================================================================
  3.  
  4. SOLDIER / PLAYER
  5.  
  6. ==============================================================================
  7. */
  8.  
  9. $cd /raid/quake/id1/models/soldier3
  10. $origin 0 -6 24
  11. $base base
  12. $skin skin
  13.  
  14. $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
  15.  
  16. $frame death1 death2 death3 death4 death5 death6 death7 death8
  17. $frame death9 death10
  18.  
  19. $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
  20. $frame deathc9 deathc10 deathc11
  21.  
  22. $frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11
  23.  
  24. $frame pain1 pain2 pain3 pain4 pain5 pain6
  25.  
  26. $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
  27. $frame painb11 painb12 painb13 painb14
  28.  
  29. $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10
  30. $frame painc11 painc12 painc13
  31.  
  32. $frame run1 run2 run3 run4 run5 run6 run7 run8
  33.  
  34. $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9
  35.  
  36. $frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8
  37. $frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16
  38. $frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24
  39.  
  40. /*
  41. ==============================================================================
  42. SOLDIER CODE
  43. ==============================================================================
  44. */
  45.  
  46. void() army_fire;
  47.  
  48. void()  army_stand1     =[      $stand1,        army_stand2     ] {ai_stand();};
  49. void()    army_stand2    =[    $stand2,    army_stand3    ] {ai_stand();};
  50. void()    army_stand3    =[    $stand3,    army_stand4    ] {ai_stand();};
  51. void()    army_stand4    =[    $stand4,    army_stand5    ] {ai_stand();};
  52. void()    army_stand5    =[    $stand5,    army_stand6    ] {ai_stand();};
  53. void()    army_stand6    =[    $stand6,    army_stand7    ] {ai_stand();};
  54. void()    army_stand7    =[    $stand7,    army_stand8    ] {ai_stand();};
  55. void()    army_stand8    =[    $stand8,    army_stand1    ] {ai_stand();};
  56.  
  57. void()    army_walk1    =[    $prowl_1,    army_walk2    ] {
  58. if (random() < 0.2)
  59.     sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
  60. ai_walk(1);};
  61. void()    army_walk2    =[    $prowl_2,    army_walk3    ] {ai_walk(1);};
  62. void()    army_walk3    =[    $prowl_3,    army_walk4    ] {ai_walk(1);};
  63. void()    army_walk4    =[    $prowl_4,    army_walk5    ] {ai_walk(1);};
  64. void()    army_walk5    =[    $prowl_5,    army_walk6    ] {ai_walk(2);};
  65. void()    army_walk6    =[    $prowl_6,    army_walk7    ] {ai_walk(3);};
  66. void()    army_walk7    =[    $prowl_7,    army_walk8    ] {ai_walk(4);};
  67. void()    army_walk8    =[    $prowl_8,    army_walk9    ] {ai_walk(4);};
  68. void()    army_walk9    =[    $prowl_9,    army_walk10    ] {ai_walk(2);};
  69. void()    army_walk10    =[    $prowl_10,    army_walk11    ] {ai_walk(2);};
  70. void()    army_walk11    =[    $prowl_11,    army_walk12    ] {ai_walk(2);};
  71. void()    army_walk12    =[    $prowl_12,    army_walk13    ] {ai_walk(1);};
  72. void()    army_walk13    =[    $prowl_13,    army_walk14    ] {ai_walk(0);};
  73. void()    army_walk14    =[    $prowl_14,    army_walk15    ] {ai_walk(1);};
  74. void()    army_walk15    =[    $prowl_15,    army_walk16    ] {ai_walk(1);};
  75. void()    army_walk16    =[    $prowl_16,    army_walk17    ] {ai_walk(1);};
  76. void()    army_walk17    =[    $prowl_17,    army_walk18    ] {ai_walk(3);};
  77. void()    army_walk18    =[    $prowl_18,    army_walk19    ] {ai_walk(3);};
  78. void()    army_walk19    =[    $prowl_19,    army_walk20    ] {ai_walk(3);};
  79. void()    army_walk20    =[    $prowl_20,    army_walk21    ] {ai_walk(3);};
  80. void()    army_walk21    =[    $prowl_21,    army_walk22    ] {ai_walk(2);};
  81. void()    army_walk22    =[    $prowl_22,    army_walk23    ] {ai_walk(1);};
  82. void()    army_walk23    =[    $prowl_23,    army_walk24    ] {ai_walk(1);};
  83. void()    army_walk24    =[    $prowl_24,    army_walk1    ] {ai_walk(1);};
  84.  
  85. void()    army_run1    =[    $run1,        army_run2    ] {
  86. if (random() < 0.2)
  87.     sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);
  88. ai_run(11);};
  89. void()    army_run2    =[    $run2,        army_run3    ] {ai_run(15);};
  90. void()    army_run3    =[    $run3,        army_run4    ] {ai_run(10);};
  91. void()    army_run4    =[    $run4,        army_run5    ] {ai_run(10);};
  92. void()    army_run5    =[    $run5,        army_run6    ] {ai_run(8);};
  93. void()    army_run6    =[    $run6,        army_run7    ] {ai_run(15);};
  94. void()    army_run7    =[    $run7,        army_run8    ] {ai_run(10);};
  95. void()    army_run8    =[    $run8,        army_run1    ] {ai_run(8);};
  96.  
  97. void()    army_atk1    =[    $shoot1,    army_atk2    ] {ai_face();};
  98. void()    army_atk2    =[    $shoot2,    army_atk3    ] {ai_face();};
  99. void()    army_atk3    =[    $shoot3,    army_atk4    ] {ai_face();};
  100. void()    army_atk4    =[    $shoot4,    army_atk5    ] {ai_face();};
  101. void()    army_atk5    =[    $shoot5,    army_atk6    ] {ai_face();army_fire();
  102. self.effects = self.effects | EF_MUZZLEFLASH;};
  103. void()    army_atk6    =[    $shoot6,    army_atk7    ] {ai_face();};
  104. void()    army_atk7    =[    $shoot7,    army_atk8    ] {ai_face();SUB_CheckRefire (army_atk1);};
  105. void()    army_atk8    =[    $shoot8,    army_atk9    ] {ai_face();};
  106. void()    army_atk9    =[    $shoot9,    army_run1    ] {ai_face();};
  107.  
  108.  
  109. void()  army_pain1      =[      $pain1,         army_pain2      ] {};
  110. void()    army_pain2    =[    $pain2,        army_pain3    ] {};
  111. void()    army_pain3    =[    $pain3,        army_pain4    ] {};
  112. void()    army_pain4    =[    $pain4,        army_pain5    ] {};
  113. void()    army_pain5    =[    $pain5,        army_pain6    ] {};
  114. void()    army_pain6    =[    $pain6,        army_run1    ] {ai_pain(1);};
  115.  
  116. void()    army_painb1    =[    $painb1,    army_painb2    ] {};
  117. void()    army_painb2    =[    $painb2,    army_painb3    ] {ai_painforward(13);};
  118. void()    army_painb3    =[    $painb3,    army_painb4    ] {ai_painforward(9);};
  119. void()    army_painb4    =[    $painb4,    army_painb5    ] {};
  120. void()    army_painb5    =[    $painb5,    army_painb6    ] {};
  121. void()    army_painb6    =[    $painb6,    army_painb7    ] {};
  122. void()    army_painb7    =[    $painb7,    army_painb8    ] {};
  123. void()    army_painb8    =[    $painb8,    army_painb9    ] {};
  124. void()    army_painb9    =[    $painb9,    army_painb10] {};
  125. void()    army_painb10=[    $painb10,    army_painb11] {};
  126. void()    army_painb11=[    $painb11,    army_painb12] {};
  127. void()    army_painb12=[    $painb12,    army_painb13] {ai_pain(2);};
  128. void()    army_painb13=[    $painb13,    army_painb14] {};
  129. void()    army_painb14=[    $painb14,    army_run1    ] {};
  130.  
  131. void()    army_painc1    =[    $painc1,    army_painc2    ] {};
  132. void()    army_painc2    =[    $painc2,    army_painc3    ] {ai_pain(1);};
  133. void()    army_painc3    =[    $painc3,    army_painc4    ] {};
  134. void()    army_painc4    =[    $painc4,    army_painc5    ] {};
  135. void()    army_painc5    =[    $painc5,    army_painc6    ] {ai_painforward(1);};
  136. void()    army_painc6    =[    $painc6,    army_painc7    ] {ai_painforward(1);};
  137. void()    army_painc7    =[    $painc7,    army_painc8    ] {};
  138. void()    army_painc8    =[    $painc8,    army_painc9    ] {ai_pain(1);};
  139. void()    army_painc9    =[    $painc9,    army_painc10] {ai_painforward(4);};
  140. void()    army_painc10=[    $painc10,    army_painc11] {ai_painforward(3);};
  141. void()    army_painc11=[    $painc11,    army_painc12] {ai_painforward(6);};
  142. void()    army_painc12=[    $painc12,    army_painc13] {ai_painforward(8);};
  143. void()    army_painc13=[    $painc13,    army_run1] {};
  144.  
  145. void(entity attacker, float damage)    army_pain =
  146. {
  147.     local float r;
  148.     
  149.     if (self.pain_finished > time)
  150.         return;
  151.  
  152.     r = random();
  153.  
  154.     if (r < 0.2)
  155.     {
  156.         self.pain_finished = time + 0.6;
  157.         army_pain1 ();
  158.         sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
  159.     }
  160.     else if (r < 0.6)
  161.     {
  162.         self.pain_finished = time + 1.1;
  163.         army_painb1 ();
  164.         sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
  165.     }
  166.     else
  167.     {
  168.         self.pain_finished = time + 1.1;
  169.         army_painc1 ();
  170.         sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM);
  171.     }
  172. };
  173.  
  174.  
  175. void() army_fire =
  176. {
  177.     local    vector    dir;
  178.     local    entity    en;
  179.     
  180.         if (self.ammo_shells > 0)
  181.                 self.ammo_shells = self.ammo_shells - 1;
  182.  
  183.     ai_face();
  184.     
  185.     sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM);    
  186.  
  187. // fire somewhat behind the player, so a dodging player is harder to hit
  188.     en = self.enemy;
  189.     
  190.     dir = en.origin - en.velocity*0.2;
  191.     dir = normalize (dir - self.origin);
  192. /*      For randomized weapon, need to add correct sound too
  193.         if(self.weapon > 5)
  194.         W_FireRocket2(dir,self,"homerocket");
  195.         else if(self.weapon > 8) 
  196.         W_FireRocket2(dir,self,"rocket");
  197.         else if(self.weapon > 7) 
  198.         W_FireSpread2(dir,self,"homespread");
  199.         else if(self.weapon > 6)
  200.         W_FireSpread2(dir,self,"spreadrocket");
  201.         else if(self.weapon > 5) 
  202.         PLaser(dir,self);
  203.         else if(self.weapon > 4) 
  204.         launch_spike(self.origin,dir,self,"superspike",0);
  205.         else if(self.weapon > 2)
  206.         launch_spike(self.origin,dir,self,"spike",0);
  207.         else 
  208. */
  209.         SpawnShell ();
  210.         FireBullets (4, dir, '0.1 0.1 0');
  211. };
  212.  
  213.  
  214.  
  215. void()    army_die1    =[    $death1,    army_die2    ] {};
  216. void()    army_die2    =[    $death2,    army_die3    ] {};
  217. void()    army_die3    =[    $death3,    army_die4    ]
  218. {DropBackpack();};
  219. void()    army_die4    =[    $death4,    army_die5    ] {};
  220. void()    army_die5    =[    $death5,    army_die6    ] {};
  221. void()    army_die6    =[    $death6,    army_die7    ] {};
  222. void()    army_die7    =[    $death7,    army_die8    ] {};
  223. void()    army_die8    =[    $death8,    army_die9    ] {};
  224. void()    army_die9    =[    $death9,    army_die10    ] {};
  225. void()  army_die10      =[      $death10,       army_die10      ] {MakeSolidCorpse ("progs/h_guard.mdl",self.classname);};
  226.  
  227. void()    army_cdie1    =[    $deathc1,    army_cdie2    ] {};
  228. void()    army_cdie2    =[    $deathc2,    army_cdie3    ] {ai_back(5);};
  229. void()    army_cdie3    =[    $deathc3,    army_cdie4    ]
  230. {DropBackpack();ai_back(4);};
  231. void()    army_cdie4    =[    $deathc4,    army_cdie5    ] {ai_back(13);};
  232. void()    army_cdie5    =[    $deathc5,    army_cdie6    ] {ai_back(3);};
  233. void()    army_cdie6    =[    $deathc6,    army_cdie7    ] {ai_back(4);};
  234. void()    army_cdie7    =[    $deathc7,    army_cdie8    ] {};
  235. void()    army_cdie8    =[    $deathc8,    army_cdie9    ] {};
  236. void()    army_cdie9    =[    $deathc9,    army_cdie10    ] {};
  237. void()    army_cdie10    =[    $deathc10,    army_cdie11    ] {};
  238. void()  army_cdie11     =[      $deathc11,      army_cdie11     ] {MakeSolidCorpse ("progs/h_guard.mdl",self.classname);};
  239.  
  240.  
  241.  
  242. void() army_die =
  243. {
  244.         if (self.classname == "player")
  245.                 PlayerDie();
  246.  
  247. // check for gib
  248.     if (self.health < -35)
  249.     {
  250.         self.enemy.exp = self.enemy.exp + 1000;
  251.         self.netname = "progs/h_guard.mdl";
  252.         CorpseDie();
  253.         return;
  254.     }
  255.  
  256. // regular death
  257.     sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
  258.     if (random() < 0.5)
  259.         army_die1 ();
  260.     else
  261.         army_cdie1 ();
  262. };
  263.  
  264. /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
  265. */
  266. void() monster_army =
  267. {    
  268.     if (deathmatch)
  269.     {
  270.         remove(self);
  271.         return;
  272.     }
  273.  
  274.  
  275.     self.solid = SOLID_SLIDEBOX;
  276.     self.movetype = MOVETYPE_STEP;
  277.  
  278.     setmodel (self, "progs/soldier.mdl");
  279.  
  280.     setsize (self, '-16 -16 -24', '16 16 40');
  281.     self.health = 30;
  282.         self.alive = TRUE;
  283.         self.classname ="grunt";
  284.         // 15-23 shells
  285.         self.ammo_shells = random() * 10;
  286.         self.ammo_shells = rint(self.ammo_shells) + 14;
  287.         self.initthink = monster_army;
  288.     self.th_stand = army_stand1;
  289.     self.th_walk = army_walk1;
  290.     self.th_run = army_run1;
  291.     self.th_missile = army_atk1;
  292.     self.th_pain = army_pain;
  293.     self.th_die = army_die;
  294.         self.active = 2;
  295. //      for randomized weapon
  296. //        if (skill > 2)
  297. //                self.weapon = rint(random()*10);
  298.  
  299.     walkmonster_start ();
  300. };
  301.