/* ============================================================================== DEMON ============================================================================== */ $cd id1/models/demon3 $scale 0.8 $origin 0 0 24 $base base $skin base $frame demonc $frame demond //============================================================================ void() Demon_JumpTouch; void() demon1_stand1 =[ $demonc, demon1_stand2 ] {ai_stand();}; void() demon1_stand2 =[ $demonc, demon1_stand3 ] {ai_stand();}; void() demon1_stand3 =[ $demonc, demon1_stand4 ] {ai_stand();}; void() demon1_stand4 =[ $demonc, demon1_stand5 ] {ai_stand();}; void() demon1_stand5 =[ $demonc, demon1_stand6 ] {ai_stand();}; void() demon1_stand6 =[ $demonc, demon1_stand7 ] {ai_stand();}; void() demon1_stand7 =[ $demonc, demon1_stand8 ] {ai_stand();}; void() demon1_stand8 =[ $demonc, demon1_stand9 ] {ai_stand();}; void() demon1_stand9 =[ $demonc, demon1_stand10 ] {ai_stand();}; void() demon1_stand10 =[ $demonc, demon1_stand11 ] {ai_stand();}; void() demon1_stand11 =[ $demonc, demon1_stand12 ] {ai_stand();}; void() demon1_stand12 =[ $demonc, demon1_stand13 ] {ai_stand();}; void() demon1_stand13 =[ $demonc, demon1_stand1 ] {ai_stand();}; void() demon1_walk1 =[ $demonc, demon1_walk2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); ai_walk(8); }; void() demon1_walk2 =[ $demonc, demon1_walk3 ] {ai_walk(6);}; void() demon1_walk3 =[ $demonc, demon1_walk4 ] {ai_walk(6);}; void() demon1_walk4 =[ $demonc, demon1_walk5 ] {ai_walk(7);}; void() demon1_walk5 =[ $demonc, demon1_walk6 ] {ai_walk(4);}; void() demon1_walk6 =[ $demonc, demon1_walk7 ] {ai_walk(6);}; void() demon1_walk7 =[ $demonc, demon1_walk8 ] {ai_walk(10);}; void() demon1_walk8 =[ $demonc, demon1_walk1 ] {ai_walk(10);}; void() demon1_run1 =[ $demonc, demon1_run2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); ai_run(20);}; void() demon1_run2 =[ $demonc, demon1_run3 ] {ai_run(15);}; void() demon1_run3 =[ $demonc, demon1_run4 ] {ai_run(36);}; void() demon1_run4 =[ $demonc, demon1_run5 ] {ai_run(20);}; void() demon1_run5 =[ $demonc, demon1_run6 ] {ai_run(15);}; void() demon1_run6 =[ $demonc, demon1_run1 ] {ai_run(36);}; void() demon1_jump1 =[ $demonc, demon1_jump2 ] {ai_face();}; void() demon1_jump2 =[ $demonc, demon1_jump3 ] {ai_face();}; void() demon1_jump3 =[ $demonc, demon1_jump4 ] {ai_face();}; void() demon1_jump4 =[ $demonc, demon1_jump5 ] { ai_face(); self.touch = Demon_JumpTouch; makevectors (self.angles); self.origin_z = self.origin_z + 1; self.velocity = v_forward * 600 + '0 0 250'; if (self.flags & FL_ONGROUND) self.flags = self.flags - FL_ONGROUND; }; void() demon1_jump5 =[ $demonc, demon1_jump6 ] {}; void() demon1_jump6 =[ $demonc, demon1_jump7 ] {}; void() demon1_jump7 =[ $demonc, demon1_jump8 ] {}; void() demon1_jump8 =[ $demonc, demon1_jump9 ] {}; void() demon1_jump9 =[ $demonc, demon1_jump10 ] {}; void() demon1_jump10 =[ $demonc, demon1_jump1 ] { self.nextthink = time + 3; // if three seconds pass, assume demon is stuck and jump again }; void() demon1_jump11 =[ $demonc, demon1_jump12 ] {}; void() demon1_jump12 =[ $demonc, demon1_run1 ] {}; void() demon1_atta1 =[ $demonc, demon1_atta2 ] {ai_charge(4);}; void() demon1_atta2 =[ $demonc, demon1_atta3 ] {ai_charge(0);}; void() demon1_atta3 =[ $demonc, demon1_atta4 ] {ai_charge(0);}; void() demon1_atta4 =[ $demonc, demon1_atta5 ] {ai_charge(1);}; void() demon1_atta5 =[ $demonc, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);}; void() demon1_atta6 =[ $demonc, demon1_atta7 ] {ai_charge(1);}; void() demon1_atta7 =[ $demonc, demon1_atta8 ] {ai_charge(6);}; void() demon1_atta8 =[ $demonc, demon1_atta9 ] {ai_charge(8);}; void() demon1_atta9 =[ $demonc, demon1_atta10] {ai_charge(4);}; void() demon1_atta10 =[ $demonc, demon1_atta11] {ai_charge(2);}; void() demon1_atta11 =[ $demonc, demon1_atta12] {Demon_Melee(-200);}; void() demon1_atta12 =[ $demonc, demon1_atta13] {ai_charge(5);}; void() demon1_atta13 =[ $demonc, demon1_atta14] {ai_charge(8);}; void() demon1_atta14 =[ $demonc, demon1_atta15] {ai_charge(4);}; void() demon1_atta15 =[ $demonc, demon1_run1] {ai_charge(4);}; void() demon1_pain1 =[ $demonc, demon1_pain2 ] {}; void() demon1_pain2 =[ $demonc, demon1_pain3 ] {}; void() demon1_pain3 =[ $demonc, demon1_pain4 ] {}; void() demon1_pain4 =[ $demonc, demon1_pain5 ] {}; void() demon1_pain5 =[ $demonc, demon1_pain6 ] {}; void() demon1_pain6 =[ $demonc, demon1_run1 ] {}; void(entity attacker, float damage) demon1_pain = { if (self.touch == Demon_JumpTouch) return; if (self.pain_finished > time) return; self.pain_finished = time + 1; sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM); if (random()*200 > damage) return; // didn't flinch demon1_pain1 (); }; void() demon1_die1 =[ $demond, demon1_die2 ] { sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);}; void() demon1_die2 =[ $demond, demon1_die3 ] {}; void() demon1_die3 =[ $demond, demon1_die4 ] {}; void() demon1_die4 =[ $demond, demon1_die5 ] {}; void() demon1_die5 =[ $demond, demon1_die6 ] {}; void() demon1_die6 =[ $demond, demon1_die7 ] {self.solid = SOLID_NOT;}; void() demon1_die7 =[ $demond, demon1_die8 ] {}; void() demon1_die8 =[ $demond, demon1_die9 ] {}; void() demon1_die9 =[ $demond, demon1_die9 ] {}; void() demon_die = { // check for gib if (self.health < -80) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_demon.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); return; } // regular death demon1_die1 (); }; void() Demon_MeleeAttack = { demon1_atta1 (); }; /*UNTITLED-GAME/D monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush */ void() monster_demon1 = { if (deathmatch) { remove(self); return; } precache_model ("progs/demon.mdl"); precache_model ("progs/h_demon.mdl"); precache_sound ("demon/ddeath.wav"); precache_sound ("demon/dhit2.wav"); precache_sound ("demon/djump.wav"); precache_sound ("demon/dpain1.wav"); precache_sound ("demon/idle1.wav"); precache_sound ("demon/sight2.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/demon.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.health = 300; self.th_stand = demon1_stand1; self.th_walk = demon1_walk1; self.th_run = demon1_run1; self.th_die = demon_die; self.th_melee = Demon_MeleeAttack; // one of two attacks self.th_missile = demon1_jump1; // jump attack self.th_pain = demon1_pain; walkmonster_start(); }; /* ============================================================================== DEMON ============================================================================== */ /* ============== CheckDemonMelee Returns TRUE if a melee attack would hit right now ============== */ float() CheckDemonMelee = { if (enemy_range == RANGE_MELEE) { // FIXME: check canreach self.attack_state = AS_MELEE; return TRUE; } return FALSE; }; /* ============== CheckDemonJump ============== */ float() CheckDemonJump = { local vector dist; local float d; if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z + 0.75 * self.enemy.size_z) return FALSE; if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + 0.25 * self.enemy.size_z) return FALSE; dist = self.enemy.origin - self.origin; dist_z = 0; d = vlen(dist); if (d < 100) return FALSE; if (d > 200) { if (random() < 0.9) return FALSE; } return TRUE; }; float() DemonCheckAttack = { local vector vec; // if close enough for slashing, go for it if (CheckDemonMelee ()) { self.attack_state = AS_MELEE; return TRUE; } if (CheckDemonJump ()) { self.attack_state = AS_MISSILE; sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); return TRUE; } return FALSE; }; //=========================================================================== void(float side) Demon_Melee = { local float ldmg; local vector delta; ai_face (); walkmove (self.ideal_yaw, 12); // allow a little closing delta = self.enemy.origin - self.origin; if (vlen(delta) > 100) return; if (!CanDamage (self.enemy, self)) return; sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM); ldmg = 10 + 5*random(); T_Damage (self.enemy, self, self, ldmg); // makevectors (self.angles); // SpawnMeatSpray (self.origin + v_forward*16, side * v_right); }; void() Demon_JumpTouch = { local float ldmg; if (self.health <= 0) return; if (other.takedamage) { if ( vlen(self.velocity) > 400 ) { ldmg = 40 + 10*random(); T_Damage (other, self, self, ldmg); } } if (!checkbottom(self)) { if (self.flags & FL_ONGROUND) { // jump randomly to not get hung up //dprint ("popjump\n"); self.touch = SUB_Null; self.think = demon1_jump1; self.nextthink = time + 0.1; // self.velocity_x = (random() - 0.5) * 600; // self.velocity_y = (random() - 0.5) * 600; // self.velocity_z = 200; // self.flags = self.flags - FL_ONGROUND; } return; // not on ground yet } self.touch = SUB_Null; self.think = demon1_jump11; self.nextthink = time + 0.1; };