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m_dog.qc
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m_dog.qc
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/*
==============================================================================
DOG
==============================================================================
*/
$cd id1/models/dog
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
/*
================
dog_bite
================
*/
void() dog_bite =
{
vector delta;
if (!self.enemy)
return;
ai_charge(10);
if (!CanDamage (self.enemy, self.origin))
return;
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
T_Damage(self.enemy, self, self, 8 + random() * 8, DMGTYPE_MELEE);
}
void() Dog_JumpTouchGround =
{
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
self.touch = SUB_Null;
self.think = dog_leap1;
self.nextthink = time + 0.1;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = dog_run1;
self.nextthink = time + 0.1;
}
void() Dog_JumpTouch =
{
if (self.health <= 0)
return;
if (other.classname != "monster_dog" && // pack dogs whose bboxes brush each other during leaps wind up killing each other
other.takedamage)
{
if ( vlen(self.velocity) > 300 )
{
if (other.classname != "player" || time > self.touch_time) // fix for landing on the player's head
{
if (other.classname == "player")
{
self.touch_time = time + 0.2;
}
T_Damage(other, self, self, 10 + 10*random(), DMGTYPE_MELEE);
}
}
}
Dog_JumpTouchGround();
}
void() dog_airthink =
{
self.think = dog_airthink;
self.nextthink = time + 0.1;
// if three seconds pass, assume dog is stuck and jump again
if (time >= self.lifetime_finished)
{
dog_leap1();
return;
}
// we aren't moving, assume leap is over so we don't get stuck
if (self.origin == self.oldorigin && self.flags & FL_ONGROUND)
{
dog_run1();
return;
}
self.oldorigin = self.origin;
}
void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();}
void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();}
void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();}
void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();}
void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();}
void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();}
void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();}
void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();}
void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();}
void() dog_walk1 =[ $walk1 , dog_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
ai_walk(8);}
void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);}
void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);}
void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);}
void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);}
void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);}
void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);}
void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);}
void() dog_run1 =[ $run1 , dog_run2 ] {ai_run(16);nmfast();
if (random() < 0.2 && time > self.show_hostile)
sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
}
void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);nmfast();}
void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);nmfast();}
void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);nmfast();}
void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);nmfast();}
void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);nmfast();}
void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);nmfast();}
void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);nmfast();}
void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);nmfast();}
void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);nmfast();}
void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);nmfast();}
void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);nmfast();}
void() dog_atta1 =[ $attack1, dog_atta2 ] {nmfast();ai_charge(10);}
void() dog_atta2 =[ $attack2, dog_atta3 ] {nmfast();ai_charge(10);}
void() dog_atta3 =[ $attack3, dog_atta4 ] {nmfast();ai_charge(10);}
void() dog_atta4 =[ $attack4, dog_atta5 ] {nmfast();
sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
dog_bite();}
void() dog_atta5 =[ $attack5, dog_atta6 ] {nmfast();ai_charge(10);}
void() dog_atta6 =[ $attack6, dog_atta7 ] {nmfast();ai_charge(10);}
void() dog_atta7 =[ $attack7, dog_atta8 ] {nmfast();ai_charge(10);}
void() dog_atta8 =[ $attack8, dog_run1 ] {nmfast();ai_charge(10);}
void() dog_leap1 =[ $leap1, dog_leap2 ] {nmfast();ai_face();}
void() dog_leap2 =[ $leap2, dog_leap3 ]
{
nmfast();
ai_face();
ai_attack_finished(0.2);
if (self.flags & FL_ONGROUND || self.velocity_z == 0)
{
makevectors (self.angles);
self.flags = not(self.flags, FL_ONGROUND);
self.velocity = v_forward * 300 + '0 0 200';
self.touch = Dog_JumpTouch;
}
}
void() dog_leap3 =[ $leap3, dog_leap4 ] {nmfast();}
void() dog_leap4 =[ $leap4, dog_leap5 ] {nmfast();}
void() dog_leap5 =[ $leap5, dog_leap6 ] {nmfast();}
void() dog_leap6 =[ $leap6, dog_leap7 ] {nmfast();}
void() dog_leap7 =[ $leap7, dog_leap8 ] {nmfast();}
void() dog_leap8 =[ $leap8, dog_leap9 ] {nmfast();}
void() dog_leap9 =[ $leap9, dog_airthink] {
self.oldorigin = self.origin;
self.lifetime_finished = time + 1;
}
void() dog_pain1 =[ $pain1 , dog_pain2 ] {nmfast();}
void() dog_pain2 =[ $pain2 , dog_pain3 ] {nmfast();}
void() dog_pain3 =[ $pain3 , dog_pain4 ] {nmfast();}
void() dog_pain4 =[ $pain4 , dog_pain5 ] {nmfast();}
void() dog_pain5 =[ $pain5 , dog_pain6 ] {nmfast();}
void() dog_pain6 =[ $pain6 , dog_run1 ] {nmfast();}
void() dog_painb1 =[ $painb1 , dog_painb2 ] {nmfast();}
void() dog_painb2 =[ $painb2 , dog_painb3 ] {nmfast();}
void() dog_painb3 =[ $painb3 , dog_painb4 ] {nmfast();ai_pain(4);}
void() dog_painb4 =[ $painb4 , dog_painb5 ] {nmfast();ai_pain(12);}
void() dog_painb5 =[ $painb5 , dog_painb6 ] {nmfast();ai_pain(12);}
void() dog_painb6 =[ $painb6 , dog_painb7 ] {nmfast();ai_pain(2);}
void() dog_painb7 =[ $painb7 , dog_painb8 ] {nmfast();}
void() dog_painb8 =[ $painb8 , dog_painb9 ] {nmfast();ai_pain(4);}
void() dog_painb9 =[ $painb9 , dog_painb10 ] {nmfast();}
void() dog_painb10 =[ $painb10 , dog_painb11 ] {nmfast();ai_pain(10);}
void() dog_painb11 =[ $painb11 , dog_painb12 ] {nmfast();}
void() dog_painb12 =[ $painb12 , dog_painb13 ] {nmfast();}
void() dog_painb13 =[ $painb13 , dog_painb14 ] {nmfast();}
void() dog_painb14 =[ $painb14 , dog_painb15 ] {nmfast();}
void() dog_painb15 =[ $painb15 , dog_painb16 ] {nmfast();}
void() dog_painb16 =[ $painb16 , dog_run1 ] {nmfast();}
void(entity attacker, float damage) dog_pain =
{
if (time < self.pain_finished) return;
sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
if (random() > 0.5)
{
dog_pain1 ();
PainFinished(0.5);
}
else
{
dog_painb1 ();
PainFinished(1.5);
}
}
void() dog_die1 =[ $death1, dog_die2 ] {}
void() dog_die2 =[ $death2, dog_die3 ] {}
void() dog_die3 =[ $death3, dog_die4 ] {self.solid = SOLID_NOT; }
void() dog_die4 =[ $death4, dog_die5 ] {}
void() dog_die5 =[ $death5, dog_die6 ] {}
void() dog_die6 =[ $death6, dog_die7 ] {}
void() dog_die7 =[ $death7, dog_die8 ] {}
void() dog_die8 =[ $death8, dog_die9 ] {}
void() dog_die9 =[ $death9, SUB_Null ] {}
void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {}
void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {}
void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {self.solid = SOLID_NOT;}
void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {}
void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {}
void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {}
void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {}
void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {}
void() dog_dieb9 =[ $deathb9, SUB_Null ] {}
void() dog_die =
{
// check for gib
if (self.health < -35)
{
Gib ("progs/h_dog.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
if (random() > 0.5)
dog_die1 ();
else
dog_dieb1 ();
}
//============================================================================
/*
==============
CheckDogMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDogMelee =
{
if (enemy_range == RANGE_MELEE && z_overlap(self.enemy))
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
}
/*
==============
CheckDogJump
==============
*/
float() CheckDogJump =
{
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 < 80)
return FALSE;
if (d > 150)
return FALSE;
return TRUE;
}
float() DogCheckAttack =
{
// if close enough for slashing, go for it
if (CheckDogMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDogJump ())
{
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
}
//===========================================================================
void() monster_dog_spawn =
{
self.classname = "monster_dog";
self.solid = SOLID_SLIDEBOX;
//self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/dog.mdl");
setsize (self, '-32 -32 -24', '32 32 40');
self.health = 35;
self.customflags |= CFL_MELEEONLY;
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = dog_die;
self.th_melee = dog_atta1;
self.th_missile = dog_leap1;
self.th_checkattack = DogCheckAttack;
if (self.deathtype == string_null)
self.deathtype = "was mauled by a Rottweiler";
nmspeed(0.07);
walkmonster_start();
}
void() monster_dog_spawner = {mon_spawner_use(monster_dog_spawn);}
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH ? ? ? TRIGGERED NOTFOG NOTELEFRAG INSTAWAKE
Dog (Rottweiler), 25 health points.
Flags:
"ambush" only wake up on seeing the player, not another monster getting angry
"Triggered" will not spawn until triggered - triggering again will wake him up. Set 'count' to make this a multi-use spawner.
"NoTfog" supress teleport glitter when spawned with 'triggered'
"NoTelefrag" will silently fail to spawn if doing so would telefrag an existing monster. will try again automatically 2x/second until it succeeds.
"Instawake" spawn angry at activator
Keys:
"target" entity to trigger when killed
"targetname" entity name
"movedir" set to a velocity to make the monster jump on awakening
*/
/*FGD
@PointClass base(Monster) size(-32 -32 -24, 32 32 40) model({ "path": ":progs/dog.mdl" }) = monster_dog : "Rottweiler" []
*/
void() monster_dog =
{
if (!SUB_ShouldSpawn()) return;
if (nomonster()) return;
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/h_dog.mdl");
precache_model ("progs/dog.mdl");
precache_sound ("dog/dattack1.wav");
precache_sound ("dog/ddeath.wav");
precache_sound ("dog/dpain1.wav");
precache_sound ("dog/dsight.wav");
precache_sound ("dog/idle.wav");
self.health = 35;
setsize (self, '-32 -32 -24', '32 32 40');
if ( monster_spawnsetup( monster_dog_spawner ) ) return;
addmonster(1);
monster_dog_spawn();
}