/* ============================================================================== SHAL-RATH ============================================================================== */ $cd UG/models/shalrath $origin 0 0 24 $base base $skin skin $scale 0.7 $frame shalrathc $frame shalrathd void() shalrath_pain; void() ShalMissile; void() shal_stand =[ $shalrathc, shal_stand ] {ai_stand();}; void() shal_walk1 =[ $shalrathc, shal_walk2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); ai_walk(6);}; void() shal_walk2 =[ $shalrathc, shal_walk3 ] {ai_walk(4);}; void() shal_walk3 =[ $shalrathc, shal_walk4 ] {ai_walk(0);}; void() shal_walk4 =[ $shalrathc, shal_walk5 ] {ai_walk(0);}; void() shal_walk5 =[ $shalrathc, shal_walk6 ] {ai_walk(0);}; void() shal_walk6 =[ $shalrathc, shal_walk7 ] {ai_walk(0);}; void() shal_walk7 =[ $shalrathc, shal_walk8 ] {ai_walk(5);}; void() shal_walk8 =[ $shalrathc, shal_walk9 ] {ai_walk(6);}; void() shal_walk9 =[ $shalrathc, shal_walk10 ] {ai_walk(5);}; void() shal_walk10 =[ $shalrathc, shal_walk11 ] {ai_walk(0);}; void() shal_walk11 =[ $shalrathc, shal_walk12 ] {ai_walk(4);}; void() shal_walk12 =[ $shalrathc, shal_walk1 ] {ai_walk(5);}; void() shal_run1 =[ $shalrathc, shal_run2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); ai_run(6);}; void() shal_run2 =[ $shalrathc, shal_run3 ] {ai_run(4);}; void() shal_run3 =[ $shalrathc, shal_run4 ] {ai_run(0);}; void() shal_run4 =[ $shalrathc, shal_run5 ] {ai_run(0);}; void() shal_run5 =[ $shalrathc, shal_run6 ] {ai_run(0);}; void() shal_run6 =[ $shalrathc, shal_run7 ] {ai_run(0);}; void() shal_run7 =[ $shalrathc, shal_run8 ] {ai_run(5);}; void() shal_run8 =[ $shalrathc, shal_run9 ] {ai_run(6);}; void() shal_run9 =[ $shalrathc, shal_run10 ] {ai_run(5);}; void() shal_run10 =[ $shalrathc, shal_run11 ] {ai_run(0);}; void() shal_run11 =[ $shalrathc, shal_run12 ] {ai_run(4);}; void() shal_run12 =[ $shalrathc, shal_run1 ] {ai_run(5);}; void() shal_attack1 =[ $shalrathc, shal_attack2 ] { sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM); ai_face(); }; void() shal_attack2 =[ $shalrathc, shal_attack3 ] {ai_face();}; void() shal_attack3 =[ $shalrathc, shal_attack4 ] {ai_face();}; void() shal_attack4 =[ $shalrathc, shal_attack5 ] {ai_face();}; void() shal_attack5 =[ $shalrathc, shal_attack6 ] {ai_face();}; void() shal_attack6 =[ $shalrathc, shal_attack7 ] {ai_face();}; void() shal_attack7 =[ $shalrathc, shal_attack8 ] {ai_face();}; void() shal_attack8 =[ $shalrathc, shal_attack9 ] {ai_face();}; void() shal_attack9 =[ $shalrathc, shal_attack10 ] {ShalMissile();}; void() shal_attack10 =[ $shalrathc, shal_attack11 ] {ai_face();}; void() shal_attack11 =[ $shalrathc, shal_run1 ] {}; void() shal_pain1 =[ $shalrathc, shal_pain2 ] {}; void() shal_pain2 =[ $shalrathc, shal_pain3 ] {}; void() shal_pain3 =[ $shalrathc, shal_pain4 ] {}; void() shal_pain4 =[ $shalrathc, shal_pain5 ] {}; void() shal_pain5 =[ $shalrathc, shal_run1 ] {}; void() shal_death1 =[ $shalrathd, shal_death2 ] {}; void() shal_death2 =[ $shalrathd, shal_death3 ] {}; void() shal_death3 =[ $shalrathd, shal_death4 ] {}; void() shal_death4 =[ $shalrathd, shal_death5 ] {}; void() shal_death5 =[ $shalrathd, shal_death6 ] {}; void() shal_death6 =[ $shalrathd, shal_death7 ] {}; void() shal_death7 =[ $shalrathd, shal_death7 ] {}; void() shalrath_pain = { if (self.pain_finished > time) return; sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM); shal_pain1(); self.pain_finished = time + 3; }; void() shalrath_die = { // check for gib if (self.health < -90) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_shal.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); return; } sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM); shal_death1(); self.solid = SOLID_NOT; // insert death sounds here }; /* ================ ShalMissile ================ */ void() ShalMissileTouch; void() ShalHome; void() ShalMissile = { local entity missile; local vector dir; local float dist, flytime; dir = normalize((self.enemy.origin + '0 0 10') - self.origin); dist = vlen (self.enemy.origin - self.origin); flytime = dist * 0.002; if (flytime < 0.1) flytime = 0.1; // self.effects = self.effects | EF_MUZZLEFLASH; sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM); missile = spawn (); missile.owner = self; missile.solid = SOLID_BBOX; missile.movetype = MOVETYPE_FLYMISSILE; // setmodel (missile, "progs/v_spike.mdl"); setsize (missile, '0 0 0', '0 0 0'); missile.origin = self.origin + '0 0 10'; missile.velocity = dir * 400; missile.avelocity = '300 300 300'; missile.nextthink = flytime + time; missile.think = ShalHome; missile.enemy = self.enemy; missile.touch = ShalMissileTouch; }; void() ShalHome = { local vector dir, vtemp; vtemp = self.enemy.origin + '0 0 10'; if (self.enemy.health < 1) { remove(self); return; } dir = normalize(vtemp - self.origin); if (skill == 3) self.velocity = dir * 350; else self.velocity = dir * 250; self.nextthink = time + 0.2; self.think = ShalHome; }; void() ShalMissileTouch = { if (other == self.owner) return; // don't explode on owner if (other.classname == "monster_zombie") T_Damage (other, self, self, 110); T_RadiusDamage (self, self.owner, 40, world); sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); // WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); // WriteByte (MSG_BROADCAST, TE_EXPLOSION); // WriteCoord (MSG_BROADCAST, self.origin_x); // WriteCoord (MSG_BROADCAST, self.origin_y); // WriteCoord (MSG_BROADCAST, self.origin_z); self.velocity = '0 0 0'; self.touch = SUB_Null; // setmodel (self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1 (); }; //================================================================= /*UNTITLED-GAMED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush */ void() monster_shalrath = { if (deathmatch) { remove(self); return; } precache_model2 ("progs/shalrath.mdl"); precache_model2 ("progs/h_shal.mdl"); precache_model2 ("progs/v_spike.mdl"); precache_sound2 ("shalrath/attack.wav"); precache_sound2 ("shalrath/attack2.wav"); precache_sound2 ("shalrath/death.wav"); precache_sound2 ("shalrath/idle.wav"); precache_sound2 ("shalrath/pain.wav"); precache_sound2 ("shalrath/sight.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/shalrath.mdl"); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); self.health = 400; self.th_stand = shal_stand; self.th_walk = shal_walk1; self.th_run = shal_run1; self.th_die = shalrath_die; self.th_pain = shalrath_pain; self.th_missile = shal_attack1; self.think = walkmonster_start; self.nextthink = time + 0.1 + random ()*0.1; };