/* ============================================================================== WIZARD ============================================================================== */ $cd id1/models/a_wizard $origin 0 0 24 $base wizbase $skin wizbase $frame wizardc $frame wizardd /* ============================================================================== WIZARD If the player moves behind cover before the missile is launched, launch it at the last visible spot with no velocity leading, in hopes that the player will duck back out and catch it. ============================================================================== */ /* ============= LaunchMissile Sets the given entities velocity and angles so that it will hit self.enemy if self.enemy maintains it's current velocity 0.1 is moderately accurate, 0.0 is totally accurate ============= */ void(entity missile, float mspeed, float accuracy) LaunchMissile = { local vector vec, move; local float fly; makevectors (self.angles); // set missile speed vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin; // calc aproximate time for missile to reach vec fly = vlen (vec) / mspeed; // get the entities xy velocity move = self.enemy.velocity; move_z = 0; // project the target forward in time vec = vec + move * fly; vec = normalize(vec); vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5); missile.velocity = vec * mspeed; missile.angles = '0 0 0'; missile.angles_y = vectoyaw(missile.velocity); // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; }; void() wiz_run1; void() wiz_side1; /* ================= WizardCheckAttack ================= */ float() WizardCheckAttack = { local vector spot1, spot2; local entity targ; local float chance; if (time < self.attack_finished) return FALSE; if (!enemy_vis) return FALSE; if (enemy_range == RANGE_FAR) { if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } return FALSE; } targ = self.enemy; // see if any entities are in the way of the shot spot1 = self.origin + self.view_ofs; spot2 = targ.origin + targ.view_ofs; traceline (spot1, spot2, FALSE, self); if (trace_ent != targ) { // don't have a clear shot, so move to a side if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } return FALSE; } if (enemy_range == RANGE_MELEE) chance = 0.9; else if (enemy_range == RANGE_NEAR) chance = 0.6; else if (enemy_range == RANGE_MID) chance = 0.2; else chance = 0; if (random () < chance) { self.attack_state = AS_MISSILE; return TRUE; } if (enemy_range == RANGE_MID) { if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } } else { if (self.attack_state != AS_SLIDING) { self.attack_state = AS_SLIDING; wiz_side1 (); } } return FALSE; }; /* ================= WizardAttackFinished ================= */ float() WizardAttackFinished = { if (enemy_range >= RANGE_MID || !enemy_vis) { self.attack_state = AS_STRAIGHT; self.think = wiz_run1; } else { self.attack_state = AS_SLIDING; self.think = wiz_side1; } }; /* ============================================================================== FAST ATTACKS ============================================================================== */ void() Wiz_FastFire = { local vector vec; local vector dst; if (self.owner.health > 0) { // self.owner.effects = self.owner.effects | EF_MUZZLEFLASH; makevectors (self.enemy.angles); dst = self.enemy.origin - 13*self.movedir; vec = normalize(dst - self.origin); sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); launch_spike (self.origin, vec); newmis.velocity = vec*600; newmis.owner = self.owner; newmis.classname = "wizspike"; // setmodel (newmis, "progs/w_spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); } remove (self); }; void() Wiz_StartFast = { local entity missile; sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); self.v_angle = self.angles; makevectors (self.angles); missile = spawn (); missile.owner = self; missile.nextthink = time + 0.6; setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14); missile.enemy = self.enemy; missile.nextthink = time + 0.8; missile.think = Wiz_FastFire; missile.movedir = v_right; missile = spawn (); missile.owner = self; missile.nextthink = time + 1; setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14); missile.enemy = self.enemy; missile.nextthink = time + 0.3; missile.think = Wiz_FastFire; missile.movedir = VEC_ORIGIN - v_right; }; void() Wiz_idlesound = { local float wr; wr = random() * 5; if (self.waitmin < time) { self.waitmin = time + 2; if (wr > 4.5) sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE); if (wr < 1.5) sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE); } return; }; void() wiz_stand1 =[ $wizardc, wiz_stand2 ] {ai_stand();}; void() wiz_stand2 =[ $wizardc, wiz_stand3 ] {ai_stand();}; void() wiz_stand3 =[ $wizardc, wiz_stand4 ] {ai_stand();}; void() wiz_stand4 =[ $wizardc, wiz_stand5 ] {ai_stand();}; void() wiz_stand5 =[ $wizardc, wiz_stand6 ] {ai_stand();}; void() wiz_stand6 =[ $wizardc, wiz_stand7 ] {ai_stand();}; void() wiz_stand7 =[ $wizardc, wiz_stand8 ] {ai_stand();}; void() wiz_stand8 =[ $wizardc, wiz_stand1 ] {ai_stand();}; void() wiz_walk1 =[ $wizardc, wiz_walk2 ] {ai_walk(8); Wiz_idlesound();}; void() wiz_walk2 =[ $wizardc, wiz_walk3 ] {ai_walk(8);}; void() wiz_walk3 =[ $wizardc, wiz_walk4 ] {ai_walk(8);}; void() wiz_walk4 =[ $wizardc, wiz_walk5 ] {ai_walk(8);}; void() wiz_walk5 =[ $wizardc, wiz_walk6 ] {ai_walk(8);}; void() wiz_walk6 =[ $wizardc, wiz_walk7 ] {ai_walk(8);}; void() wiz_walk7 =[ $wizardc, wiz_walk8 ] {ai_walk(8);}; void() wiz_walk8 =[ $wizardc, wiz_walk1 ] {ai_walk(8);}; void() wiz_side1 =[ $wizardc, wiz_side2 ] {ai_run(8); Wiz_idlesound();}; void() wiz_side2 =[ $wizardc, wiz_side3 ] {ai_run(8);}; void() wiz_side3 =[ $wizardc, wiz_side4 ] {ai_run(8);}; void() wiz_side4 =[ $wizardc, wiz_side5 ] {ai_run(8);}; void() wiz_side5 =[ $wizardc, wiz_side6 ] {ai_run(8);}; void() wiz_side6 =[ $wizardc, wiz_side7 ] {ai_run(8);}; void() wiz_side7 =[ $wizardc, wiz_side8 ] {ai_run(8);}; void() wiz_side8 =[ $wizardc, wiz_side1 ] {ai_run(8);}; void() wiz_run1 =[ $wizardc, wiz_run2 ] {ai_run(16); Wiz_idlesound(); }; void() wiz_run2 =[ $wizardc, wiz_run3 ] {ai_run(16);}; void() wiz_run3 =[ $wizardc, wiz_run4 ] {ai_run(16);}; void() wiz_run4 =[ $wizardc, wiz_run5 ] {ai_run(16);}; void() wiz_run5 =[ $wizardc, wiz_run6 ] {ai_run(16);}; void() wiz_run6 =[ $wizardc, wiz_run7 ] {ai_run(16);}; void() wiz_run7 =[ $wizardc, wiz_run8 ] {ai_run(16);}; void() wiz_run8 =[ $wizardc, wiz_run9 ] {ai_run(16);}; void() wiz_run9 =[ $wizardc, wiz_run10 ] {ai_run(16);}; void() wiz_run10 =[ $wizardc, wiz_run11 ] {ai_run(16);}; void() wiz_run11 =[ $wizardc, wiz_run12 ] {ai_run(16);}; void() wiz_run12 =[ $wizardc, wiz_run13 ] {ai_run(16);}; void() wiz_run13 =[ $wizardc, wiz_run14 ] {ai_run(16);}; void() wiz_run14 =[ $wizardc, wiz_run1 ] {ai_run(16);}; void() wiz_fast1 =[ $wizardc, wiz_fast2 ] {ai_face();Wiz_StartFast();}; void() wiz_fast2 =[ $wizardc, wiz_fast3 ] {ai_face();}; void() wiz_fast3 =[ $wizardc, wiz_fast4 ] {ai_face();}; void() wiz_fast4 =[ $wizardc, wiz_fast5 ] {ai_face();}; void() wiz_fast5 =[ $wizardc, wiz_fast6 ] {ai_face();}; void() wiz_fast6 =[ $wizardc, wiz_fast7 ] {ai_face();}; void() wiz_fast7 =[ $wizardc, wiz_fast8 ] {ai_face();}; void() wiz_fast8 =[ $wizardc, wiz_fast9 ] {ai_face();}; void() wiz_fast9 =[ $wizardc, wiz_fast10 ] {ai_face();}; void() wiz_fast10 =[ $wizardc, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();}; void() wiz_pain1 =[ $wizardc, wiz_pain2 ] {}; void() wiz_pain2 =[ $wizardc, wiz_pain3 ] {}; void() wiz_pain3 =[ $wizardc, wiz_pain4 ] {}; void() wiz_pain4 =[ $wizardc, wiz_run1 ] {}; void() wiz_death1 =[ $wizardd, wiz_death2 ] { self.velocity_x = -200 + 400*random(); self.velocity_y = -200 + 400*random(); self.velocity_z = 100 + 100*random(); //self.flags = self.flags - (self.flags & FL_ONGROUND); sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM); }; void() wiz_death2 =[ $wizardd, wiz_death3 ] {}; void() wiz_death3 =[ $wizardd, wiz_death4 ]{self.solid = SOLID_NOT;}; void() wiz_death4 =[ $wizardd, wiz_death5 ] {}; void() wiz_death5 =[ $wizardd, wiz_death6 ] {}; void() wiz_death6 =[ $wizardd, wiz_death7 ] {}; void() wiz_death7 =[ $wizardd, wiz_death8 ] {}; void() wiz_death8 =[ $wizardd, wiz_death8 ] {}; void() wiz_die = { // check for gib if (self.health < -40) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_wizard.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); return; } wiz_death1 (); }; void(entity attacker, float damage) Wiz_Pain = { sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM); if (random()*70 > damage) return; // didn't flinch wiz_pain1 (); }; void() Wiz_Missile = { wiz_fast1(); }; /*UNTITLED-GAME/D monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_wizard = { if (deathmatch) { remove(self); return; } precache_model ("progs/wizard.mdl"); precache_model ("progs/h_wizard.mdl"); precache_model ("progs/w_spike.mdl"); precache_sound ("wizard/hit.wav"); // used by c code precache_sound ("wizard/wattack.wav"); precache_sound ("wizard/wdeath.wav"); precache_sound ("wizard/widle1.wav"); precache_sound ("wizard/widle2.wav"); precache_sound ("wizard/wpain.wav"); precache_sound ("wizard/wsight.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/wizard.mdl"); setsize (self, '-16 -16 -24', '16 16 40'); self.health = 80; self.th_stand = wiz_stand1; self.th_walk = wiz_walk1; self.th_run = wiz_run1; self.th_missile = Wiz_Missile; self.th_pain = Wiz_Pain; self.th_die = wiz_die; flymonster_start (); };