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m_knight.qc
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m_knight.qc
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/*
==============================================================================
KNIGHT
==============================================================================
*/
$flush
$cd id1/models/knight
$origin 0 0 24
$base base
$skin badass3
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
//frame runc1 runc2 runc3 runc4 runc5 runc6
$frame runattack1 runattack2 runattack3 runattack4 runattack5
$frame runattack6 runattack7 runattack8 runattack9 runattack10
$frame runattack11
$frame pain1 pain2 pain3
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
$frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11
$frame attackb0 attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
$frame walk10 walk11 walk12 walk13 walk14
$frame kneel1 kneel2 kneel3 kneel4 kneel5
$frame standing2 standing3 standing4 standing5
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9 deathb10 deathb11
void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();}
void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();}
void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();}
void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();}
void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();}
void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();}
void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();}
void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();}
void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();}
void() knight_walk1 =[ $walk1, knight_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_walk(3);}
void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);}
void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);}
void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);}
void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);}
void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);}
void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);}
void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);}
void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);}
void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);}
void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);}
void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);}
void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);}
void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);}
void() knight_run1 =[ $runb1, knight_run2 ]
{
if (random() < 0.2 && time > self.show_hostile)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_run(16);
}
void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);}
void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);}
void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);}
void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);}
void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);}
void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);}
void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);}
void() knight_runatk1 =[ $runattack1, knight_runatk2 ]
{
if (random() > 0.5)
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(20);
//bprint(vtos(self.origin)); bprint("\n");
}
void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side(); }
void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side(); }
void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side(); }
void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side(); }
void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side(); }
void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side(); }
void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side(); }
void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side(); }
void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side(); }
void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10); }
void() knight_atk1 =[ $attackb1, knight_atk2 ]
{
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(0);
}
void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);}
void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4); }
void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);}
void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);}
void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();}
void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();}
void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3); ai_melee();}
void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1); }
void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);}
// moved from fight.qc
void() knight_attack =
{
local float len;
// decide if now is a good swing time
len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs));
if (len < 80 || ( has_invis(self.enemy) && random() > 0.5 ))
knight_atk1 ();
else
knight_runatk1 ();
}
//===========================================================================
void() knight_pain1 =[ $pain1, knight_pain2 ] {ai_nop(); }
void() knight_pain2 =[ $pain2, knight_pain3 ] {ai_nop(); }
void() knight_pain3 =[ $pain3, knight_run1 ] {ai_nop(); }
void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_nop(); }
void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);}
void() knight_painb3 =[ $painb3, knight_painb4 ] {ai_nop();}
void() knight_painb4 =[ $painb4, knight_painb5 ] {ai_nop();}
void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);}
void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);}
void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);}
void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);}
void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);}
void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_nop();}
void() knight_painb11 =[ $painb11, knight_run1 ] {ai_nop();}
void(entity attacker, float damage) knight_pain =
{
local float r;
if (self.pain_finished > time)
return;
sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
r = random();
if (r < 0.85)
knight_pain1 ();
else
knight_painb1 ();
PainFinished(1);
}
//===========================================================================
void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();}
void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();}
void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();}
void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();}
void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();}
void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();}
void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();}
void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();}
void() knight_bow9 =[ $kneel1, knight_bow10] {ai_turn();}
void() knight_bow10=[ $walk1, knight_walk1] {ai_turn();}
void() knight_die1 =[ $death1, knight_die2 ] {}
void() knight_die2 =[ $death2, knight_die3 ] {}
void() knight_die3 =[ $death3, knight_die4 ] {}
void() knight_die4 =[ $death4, knight_die5 ] {self.solid = SOLID_NOT;}
void() knight_die5 =[ $death5, knight_die6 ] {}
void() knight_die6 =[ $death6, knight_die7 ] {}
void() knight_die7 =[ $death7, knight_die8 ] {}
void() knight_die8 =[ $death8, knight_die9 ] {}
void() knight_die9 =[ $death9, knight_die10] {}
void() knight_die10=[ $death10, SUB_Null ] {}
void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {}
void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {}
void() knight_dieb3 =[ $deathb3, knight_dieb4 ] {}
void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {self.solid = SOLID_NOT;}
void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {}
void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {}
void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {}
void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {}
void() knight_dieb9 =[ $deathb9, knight_dieb10 ] {}
void() knight_dieb10 = [ $deathb10, knight_dieb11 ] {}
void() knight_dieb11 = [ $deathb11, SUB_Null ] {}
void() knight_die =
{
// check for gib
if (self.health < -40)
{
Gib ("progs/h_knight.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM);
if (random() < 0.5)
knight_die1 ();
else
knight_dieb1 ();
}
//===========================================================================
void() monster_knight_spawn =
{
self.classname = "monster_knight";
self.solid = SOLID_SLIDEBOX;
//self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/knight.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 72;
self.customflags |= CFL_MELEEONLY;
//if (self.lip == 555) self.skin = 4;
self.th_stand = knight_stand1;
self.th_walk = knight_walk1;
self.th_run = knight_run1;
self.th_melee = knight_attack;
self.th_pain = knight_pain;
self.th_die = knight_die;
self.th_checkattack = CheckAttack;
if (self.deathtype == string_null)
self.deathtype = "was slashed by a Knight";
walkmonster_start ();
}
void() monster_knight_spawner = {mon_spawner_use(monster_knight_spawn);}
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH ? ? ? TRIGGERED NOTFOG NOTELEFRAG INSTAWAKE
Knight, 72 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(-16 -16 -24, 16 16 40) model({ "path": ":progs/knight.mdl" }) = monster_knight : "Knight" []
*/
void() monster_knight =
{
if (!SUB_ShouldSpawn()) return;
if (nomonster()) return;
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/knight.mdl");
precache_model ("progs/h_knight.mdl");
// FIXME debug shit remove this
//precache_model3 ("progs/knight_s.mdl");
//precache_model3 ("progs/knight_s2.mdl");
precache_sound ("knight/kdeath.wav");
precache_sound ("knight/khurt.wav");
precache_sound ("knight/ksight.wav");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/sword2.wav");
precache_sound ("knight/idle.wav");
self.health = 72;
setsize (self, '-16 -16 -24', '16 16 40');
if ( monster_spawnsetup( monster_knight_spawner ) ) return;
addmonster(1);
monster_knight_spawn();
}