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Text File  |  1997-02-18  |  11KB  |  373 lines

  1. // AXXCfg II Release 6
  2.  
  3. /*
  4. ==============================================================================
  5.  
  6. DEMON
  7.  
  8. ==============================================================================
  9. */
  10.  
  11. $cd id1/models/demon3
  12. $scale    0.8
  13. $origin 0 0 24
  14. $base base
  15. $skin base
  16.  
  17. $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
  18. $frame stand10 stand11 stand12 stand13
  19.  
  20. $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
  21.  
  22. $frame run1 run2 run3 run4 run5 run6
  23.  
  24. $frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
  25. $frame leap11 leap12
  26.  
  27. $frame pain1 pain2 pain3 pain4 pain5 pain6
  28.  
  29. $frame death1 death2 death3 death4 death5 death6 death7 death8 death9
  30.  
  31. $frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
  32. $frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
  33.  
  34. //============================================================================
  35.  
  36. void()    Demon_JumpTouch;
  37.  
  38. void()    demon1_stand1    =[    $stand1,    demon1_stand2    ] {ai_stand();};
  39. void()    demon1_stand2    =[    $stand2,    demon1_stand3    ] {ai_stand();};
  40. void()    demon1_stand3    =[    $stand3,    demon1_stand4    ] {ai_stand();};
  41. void()    demon1_stand4    =[    $stand4,    demon1_stand5    ] {ai_stand();};
  42. void()    demon1_stand5    =[    $stand5,    demon1_stand6    ] {ai_stand();};
  43. void()    demon1_stand6    =[    $stand6,    demon1_stand7    ] {ai_stand();};
  44. void()    demon1_stand7    =[    $stand7,    demon1_stand8    ] {ai_stand();};
  45. void()    demon1_stand8    =[    $stand8,    demon1_stand9    ] {ai_stand();};
  46. void()    demon1_stand9    =[    $stand9,    demon1_stand10    ] {ai_stand();};
  47. void()    demon1_stand10    =[    $stand10,    demon1_stand11    ] {ai_stand();};
  48. void()    demon1_stand11    =[    $stand11,    demon1_stand12    ] {ai_stand();};
  49. void()    demon1_stand12    =[    $stand12,    demon1_stand13    ] {ai_stand();};
  50. void()    demon1_stand13    =[    $stand13,    demon1_stand1    ] {ai_stand();};
  51.  
  52. void()    demon1_walk1    =[    $walk1,        demon1_walk2    ] {
  53. if (random() < 0.2)
  54.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  55. ai_walk(8);
  56. };
  57. void()    demon1_walk2    =[    $walk2,        demon1_walk3    ] {ai_walk(6);};
  58. void()    demon1_walk3    =[    $walk3,        demon1_walk4    ] {ai_walk(6);};
  59. void()    demon1_walk4    =[    $walk4,        demon1_walk5    ] {ai_walk(7);};
  60. void()    demon1_walk5    =[    $walk5,        demon1_walk6    ] {ai_walk(4);};
  61. void()    demon1_walk6    =[    $walk6,        demon1_walk7    ] {ai_walk(6);};
  62. void()    demon1_walk7    =[    $walk7,        demon1_walk8    ] {ai_walk(10);};
  63. void()    demon1_walk8    =[    $walk8,        demon1_walk1    ] {ai_walk(10);};
  64.  
  65. void()    demon1_run1    =[    $run1,        demon1_run2    ] {
  66. if (random() < 0.2)
  67.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  68. ai_run(20);};
  69. void()    demon1_run2    =[    $run2,        demon1_run3    ] {ai_run(15);};
  70. void()    demon1_run3    =[    $run3,        demon1_run4    ] {ai_run(36);};
  71. void()    demon1_run4    =[    $run4,        demon1_run5    ] {ai_run(20);};
  72. void()    demon1_run5    =[    $run5,        demon1_run6    ] {ai_run(15);};
  73. void()    demon1_run6    =[    $run6,        demon1_run1    ] {ai_run(36);};
  74.  
  75. void()    demon1_jump1    =[    $leap1,        demon1_jump2    ] {ai_face();};
  76. void()    demon1_jump2    =[    $leap2,        demon1_jump3    ] {ai_face();};
  77. void()    demon1_jump3    =[    $leap3,        demon1_jump4    ] {ai_face();};
  78. void()    demon1_jump4    =[    $leap4,        demon1_jump5    ]
  79. {
  80.     ai_face();
  81.     
  82.     self.touch = Demon_JumpTouch;
  83.     makevectors (self.angles);
  84.     self.origin_z = self.origin_z + 1;
  85.     self.velocity = v_forward * 600 + '0 0 250';
  86.     if (self.flags & FL_ONGROUND)
  87.         self.flags = self.flags - FL_ONGROUND;
  88. };
  89. void()    demon1_jump5    =[    $leap5,        demon1_jump6    ] {};
  90. void()    demon1_jump6    =[    $leap6,        demon1_jump7    ] {};
  91. void()    demon1_jump7    =[    $leap7,        demon1_jump8    ] {};
  92. void()    demon1_jump8    =[     $leap8,        demon1_jump9    ] {};
  93. void()    demon1_jump9    =[     $leap9,        demon1_jump10    ] {};
  94. void()    demon1_jump10    =[     $leap10,    demon1_jump1    ] {
  95. self.nextthink = time + 3;
  96. // if three seconds pass, assume demon is stuck and jump again
  97. };
  98.  
  99. void()    demon1_jump11    =[     $leap11,    demon1_jump12    ] {};
  100. void()    demon1_jump12    =[     $leap12,    demon1_run1    ] {};
  101.  
  102.  
  103. void()    demon1_atta1    =[    $attacka1,        demon1_atta2    ] {ai_charge(4);};
  104. void()    demon1_atta2    =[    $attacka2,        demon1_atta3    ] {ai_charge(0);};
  105. void()    demon1_atta3    =[    $attacka3,        demon1_atta4    ] {ai_charge(0);};
  106. void()    demon1_atta4    =[    $attacka4,        demon1_atta5    ] {ai_charge(1);};
  107. void()    demon1_atta5    =[    $attacka5,        demon1_atta6    ] {ai_charge(2); Demon_Melee(200);};
  108. void()    demon1_atta6    =[    $attacka6,        demon1_atta7    ] {ai_charge(1);};
  109. void()    demon1_atta7    =[    $attacka7,        demon1_atta8    ] {ai_charge(6);};
  110. void()    demon1_atta8    =[    $attacka8,        demon1_atta9    ] {ai_charge(8);};
  111. void()    demon1_atta9    =[    $attacka9,        demon1_atta10] {ai_charge(4);};
  112. void()    demon1_atta10    =[    $attacka10,        demon1_atta11] {ai_charge(2);};
  113. void()    demon1_atta11    =[    $attacka11,        demon1_atta12] {Demon_Melee(-200);};
  114. void()    demon1_atta12    =[    $attacka12,        demon1_atta13] {ai_charge(5);};
  115. void()    demon1_atta13    =[    $attacka13,        demon1_atta14] {ai_charge(8);};
  116. void()    demon1_atta14    =[    $attacka14,        demon1_atta15] {ai_charge(4);};
  117. void()    demon1_atta15    =[    $attacka15,        demon1_run1] {ai_charge(4);};
  118.  
  119. void()    demon1_pain1    =[    $pain1,        demon1_pain2    ] {};
  120. void()    demon1_pain2    =[    $pain2,        demon1_pain3    ] {};
  121. void()    demon1_pain3    =[    $pain3,        demon1_pain4    ] {};
  122. void()    demon1_pain4    =[    $pain4,        demon1_pain5    ] {};
  123. void()    demon1_pain5    =[    $pain5,        demon1_pain6    ] {};
  124. void()    demon1_pain6    =[    $pain6,        demon1_run1    ] {};
  125.  
  126. void(entity attacker, float damage)    demon1_pain =
  127. {
  128.     if (self.touch == Demon_JumpTouch)
  129.         return;
  130.  
  131.     if (self.pain_finished > time)
  132.         return;
  133.  
  134.     self.pain_finished = time + 1;
  135.     sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
  136.  
  137.     if (random()*200 > damage)
  138.         return;        // didn't flinch
  139.         
  140.     demon1_pain1 ();
  141. };
  142.  
  143. void()    demon1_die1        =[    $death1,        demon1_die2    ] {
  144. sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);};
  145. void()    demon1_die2        =[    $death2,        demon1_die3    ] {};
  146. void()    demon1_die3        =[    $death3,        demon1_die4    ] {};
  147. void()    demon1_die4        =[    $death4,        demon1_die5    ] {};
  148. void()    demon1_die5        =[    $death5,        demon1_die6    ] {};
  149. void()    demon1_die6        =[    $death6,        demon1_die7    ]
  150. {self.solid = SOLID_NOT;};
  151. void()    demon1_die7        =[    $death7,        demon1_die8    ] {};
  152. void()    demon1_die8        =[    $death8,        demon1_die9    ] {};
  153. void()    demon1_die9        =[    $death9,        demon1_die9 ] {};
  154.  
  155. void() demon_die =
  156. {
  157. // check for gib
  158.     if (self.health < -80)
  159.     {
  160.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  161.         ThrowHead ("progs/h_demon.mdl", self.health);
  162.         ThrowGib ("progs/gib1.mdl", self.health);
  163.         ThrowGib ("progs/gib1.mdl", self.health);
  164.         ThrowGib ("progs/gib1.mdl", self.health);
  165.         return;
  166.     }
  167.  
  168. // regular death
  169.     demon1_die1 ();
  170. };
  171.  
  172.  
  173. void() Demon_MeleeAttack =
  174. {
  175.     demon1_atta1 ();
  176. };
  177.  
  178.  
  179. /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
  180.  
  181. */
  182. void() monster_demon1 =
  183. {
  184.     if (deathmatch && deathmatch != 3) // AXXMM
  185. //    if (deathmatch) Original code
  186.     {
  187.         remove(self);
  188.         return;
  189.     }
  190. // AXXSH START DELETE
  191. //    precache_model ("progs/demon.mdl");
  192. //    precache_model ("progs/h_demon.mdl");
  193.  
  194. //    precache_sound ("demon/ddeath.wav");
  195. //    precache_sound ("demon/dhit2.wav");
  196. //    precache_sound ("demon/djump.wav");
  197. //    precache_sound ("demon/dpain1.wav");
  198. //    precache_sound ("demon/idle1.wav");
  199. //    precache_sound ("demon/sight2.wav");
  200. // AXXSH END DELETE
  201.  
  202.     self.solid = SOLID_SLIDEBOX;
  203.     self.movetype = MOVETYPE_STEP;
  204.  
  205.     setmodel (self, "progs/demon.mdl");
  206.  
  207.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  208.     self.health = 300;
  209.  
  210.     self.th_stand = demon1_stand1;
  211.     self.th_walk = demon1_walk1;
  212.     self.th_run = demon1_run1;
  213.     self.th_die = demon_die;
  214.     self.th_melee = Demon_MeleeAttack;        // one of two attacks
  215.     self.th_missile = demon1_jump1;            // jump attack
  216.     self.th_pain = demon1_pain;
  217.         
  218.     walkmonster_start();
  219. };
  220.  
  221.  
  222. /*
  223. ==============================================================================
  224.  
  225. DEMON
  226.  
  227. ==============================================================================
  228. */
  229.  
  230. /*
  231. ==============
  232. CheckDemonMelee
  233.  
  234. Returns TRUE if a melee attack would hit right now
  235. ==============
  236. */
  237. float()    CheckDemonMelee =
  238. {
  239.     if (enemy_range == RANGE_MELEE)
  240.     {    // FIXME: check canreach
  241.         self.attack_state = AS_MELEE;
  242.         return TRUE;
  243.     }
  244.     return FALSE;
  245. };
  246.  
  247. /*
  248. ==============
  249. CheckDemonJump
  250.  
  251. ==============
  252. */
  253. float()    CheckDemonJump =
  254. {
  255.     local    vector    dist;
  256.     local    float    d;
  257.  
  258.     if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
  259.     + 0.75 * self.enemy.size_z)
  260.         return FALSE;
  261.         
  262.     if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
  263.     + 0.25 * self.enemy.size_z)
  264.         return FALSE;
  265.         
  266.     dist = self.enemy.origin - self.origin;
  267.     dist_z = 0;
  268.     
  269.     d = vlen(dist);
  270.     
  271.     if (d < 100)
  272.         return FALSE;
  273.         
  274.     if (d > 200)
  275.     {
  276.         if (random() < 0.9)
  277.             return FALSE;
  278.     }
  279.         
  280.     return TRUE;
  281. };
  282.  
  283. float()    DemonCheckAttack =
  284. {
  285.     local    vector    vec;
  286.     
  287. // if close enough for slashing, go for it
  288.     if (CheckDemonMelee ())
  289.     {
  290.         self.attack_state = AS_MELEE;
  291.         return TRUE;
  292.     }
  293.     
  294.     if (CheckDemonJump ())
  295.     {
  296.         self.attack_state = AS_MISSILE;
  297.         sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
  298.         SoundCheck(self.origin, SC_SHORT, self.enemy); // AXXND
  299.  
  300.         return TRUE;
  301.     }
  302.     
  303.     return FALSE;
  304. };
  305.  
  306.  
  307. //===========================================================================
  308.  
  309. void(float side)    Demon_Melee =
  310. {
  311.     local    float    ldmg;
  312.     local vector    delta;
  313.     
  314.     ai_face ();
  315.     walkmove (self.ideal_yaw, 12);    // allow a little closing
  316.  
  317.     delta = self.enemy.origin - self.origin;
  318.  
  319.     if (vlen(delta) > 100)
  320.         return;
  321.     if (!CanDamage (self.enemy, self))
  322.         return;
  323.         
  324.     sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
  325. SoundCheck(self.origin, SC_SHORT, self.enemy); // AXXND
  326.     
  327.     ldmg = 10 + 5*random();
  328.     T_Damage (self.enemy, self, self, ldmg);    
  329.  
  330.     makevectors (self.angles);
  331.     SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
  332. };
  333.  
  334.  
  335. void()    Demon_JumpTouch =
  336. {
  337.     local    float    ldmg;
  338.  
  339.     if (self.health <= 0)
  340.         return;
  341.         
  342.     if (other.takedamage)
  343.     {
  344.         if ( vlen(self.velocity) > 400 )
  345.         {
  346.             ldmg = 40 + 10*random();
  347.             T_Damage (other, self, self, ldmg);    
  348.         }
  349.     }
  350.  
  351.     if (!checkbottom(self))
  352.     {
  353.         if (self.flags & FL_ONGROUND)
  354.         {    // jump randomly to not get hung up
  355. //dprint ("popjump\n");
  356.     self.touch = SUB_Null;
  357.     self.think = demon1_jump1;
  358.     self.nextthink = time + 0.1;
  359.  
  360. //            self.velocity_x = (random() - 0.5) * 600;
  361. //            self.velocity_y = (random() - 0.5) * 600;
  362. //            self.velocity_z = 200;
  363. //            self.flags = self.flags - FL_ONGROUND;
  364.         }
  365.         return;    // not on ground yet
  366.     }
  367.  
  368.     self.touch = SUB_Null;
  369.     self.think = demon1_jump11;
  370.     self.nextthink = time + 0.1;
  371. };
  372.  
  373.