/*============================================================================== Chthon (Firetop Mountain Version) ==============================================================================*/ $frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10 $frame rise11 rise12 rise13 rise14 rise15 rise16 rise17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 $frame walk16 walk17 walk18 walk19 walk20 walk21 walk22 $frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame attack9 attack10 attack11 attack12 attack13 attack14 attack15 $frame attack16 attack17 attack18 attack19 attack20 attack21 attack22 $frame attack23 $frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8 $frame shocka9 shocka10 $frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6 $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 $frame shockc9 shockc10 float FTOP_IDLE = 1; float FTOP_ATTACK = 2; void(vector orgofs) ftop_fire; //=========================================================================== void() ftop_track = { // Find a player if (self.enemy == world) { self.enemy = find(world, classname, "player"); // reset enemy if no player found! if (!self.enemy) self.enemy = world; } // Check for any no combat conditions if (self.enemy.flags & FL_NOTARGET) self.enemy = world; else if (intermission_running > 0) self.enemy = world; else if (self.enemy.health < 1) self.enemy = world; // Update particle effect around base of Chthon makevectors(self.angles); particle_debuff(self.origin+v_forward*32, 96, rint(10+random()*40), PARTICLE_BURST_FIRE); // Make sure function keeps going self.nextthink = time + 0.1; // Check for enemy if (self.enemy == world) { // Check for animation frame reset if (self.state == FTOP_ATTACK) self.walkframe = 0; self.think = self.th_stand; } else { // Check for animation frame reset if (self.state == FTOP_IDLE) self.walkframe = 0; self.think = self.th_run; } }; //---------------------------------------------------------------------- void() ftop_idleframe = { // If dead, no more updates if (self.deadflag > DEAD_NO) return; // Always reset HP (super high) self.health = self.max_health; self.takedamage = DAMAGE_YES; self.state = FTOP_IDLE; // Update frame self.frame = $walk1 + self.walkframe; // Move frame forward, check for conditions self.walkframe = self.walkframe + 1; if (self.walkframe > 30) self.walkframe = 0; // Check for enemies ftop_track(); }; //---------------------------------------------------------------------- void() ftop_attackframe = { // If dead, no more updates if (self.deadflag > DEAD_NO) return; // Always reset HP (super high) self.health = self.max_health; // Slow down damage/pain functionality if (self.pain_finished < time) self.takedamage = DAMAGE_YES; self.state = FTOP_ATTACK; // Update frame self.frame = $attack1 + self.walkframe; // Move frame forward, check for conditions self.walkframe = self.walkframe + 1; if (self.walkframe > 22) self.walkframe = 0; // Check for any frame conditions if (self.walkframe == 8) ftop_fire('100 50 250'); else if (self.walkframe == 19) ftop_fire('100 -50 250'); // Check for enemies ftop_track(); if (self.enemy) ai_face(); }; //=========================================================================== void(vector orgofs) ftop_fire = { local vector offang, org, vec, dir, mdest, avel; local float projlen; // No enemy or dead? if (!self.enemy) return; if (self.deadflag > DEAD_NO) return; sound (self, CHAN_WEAPON, "chthon/attack1.wav", 1, ATTN_NORM); offang = vectoangles (self.enemy.origin - self.origin); makevectors (offang); org = self.origin + attack_vector(orgofs); // Skill level adjustment (easy=250, normal=300, hard=350, nm=400) self.attack_speed = SPEED_LAVABALL + (skill*SPEED_LAVASKILL); // Lead the missile on hard mode (This formula is not perfect) // There are plenty of missiles that go in strange directions, // especially if the player strafes a lot from side to side. if (skill > SKILL_NORMAL) { projlen = vlen(self.enemy.origin - org) / self.attack_speed; vec = self.enemy.velocity; vec_z = 0; mdest = self.enemy.origin + projlen * vec; } else mdest = self.enemy.origin; dir = normalize (mdest - org); avel = vecrand(100,200,FALSE); Launch_Missile (org, dir, avel, CT_PROJ_FIRETOP, self.attack_speed); }; //---------------------------------------------------------------------- void() ftop_lightning = { if (!self.movetarget2) return; if (!self.movetarget3) return; self.pos1 = self.movetarget2.origin; self.pos2 = self.movetarget3.origin; // compensate for length of bolt self.pos2 = self.pos2 - normalize(self.pos2 - self.pos1) * 100; // Generate the lightning effect WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING3); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, self.pos1_x); WriteCoord (MSG_BROADCAST, self.pos1_y); WriteCoord (MSG_BROADCAST, self.pos1_z); WriteCoord (MSG_BROADCAST, self.pos2_x); WriteCoord (MSG_BROADCAST, self.pos2_y); WriteCoord (MSG_BROADCAST, self.pos2_z); }; //=========================================================================== void(entity inflictor, entity attacker, float damage) ftop_pain = { // Stop pain reaction and prevent damage self.pain_finished = time + 3; self.takedamage = DAMAGE_NO; }; //---------------------------------------------------------------------- void() ftop_death1 = [$death1, ftop_death2] { ftop_lightning(); sound (self, CHAN_VOICE, "chthon/death1.wav", 1, ATTN_NORM); if (self.noise3 != "") trigger_strs(self.noise3, self); }; void() ftop_death2 = [$death2, ftop_death3] {ftop_lightning();}; void() ftop_death3 = [$death3, ftop_death4] {ftop_lightning();}; void() ftop_death4 = [$death4, ftop_death5] {}; void() ftop_death5 = [$death5, ftop_death6] {}; void() ftop_death6 = [$death6, ftop_death7] {}; void() ftop_death7 = [$death7, ftop_death8] {}; void() ftop_death8 = [$death8, ftop_death9] {}; void() ftop_death9 = [$death9, ftop_death10] { sound (self, CHAN_BODY, "chthon/lavasplash.wav", 1, ATTN_NORM); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LAVASPLASH); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); }; void() ftop_death10 = [$death9, ftop_death11] { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); self.health = -1; entity_hide(self); }; void() ftop_death11 = { remove(self); }; //=========================================================================== void() ftop_shocka1 =[ $shocka1, ftop_shocka2 ] {ftop_lightning();}; void() ftop_shocka2 =[ $shocka2, ftop_shocka3 ] {ftop_lightning();}; void() ftop_shocka3 =[ $shocka3, ftop_shocka4 ] {ftop_lightning();}; void() ftop_shocka4 =[ $shocka4, ftop_shocka5 ] {ftop_lightning();}; void() ftop_shocka5 =[ $shocka5, ftop_shocka6 ] {ftop_lightning();}; void() ftop_shocka6 =[ $shocka6, ftop_shocka7 ] {ftop_lightning();}; void() ftop_shocka7 =[ $shocka7, ftop_shocka8 ] {ftop_lightning();}; void() ftop_shocka8 =[ $shocka8, ftop_shocka9 ] {ftop_lightning();}; void() ftop_shocka9 =[ $shocka9, ftop_shocka10 ] {ftop_lightning();}; void() ftop_shocka10 =[ $shocka10, ftop_death1 ] {ftop_lightning(); if (self.attack_finished > time) self.think = ftop_shocka1;}; //---------------------------------------------------------------------- void() ftop_shockb1 =[ $shockb1, ftop_shockb2 ] {ftop_lightning();}; void() ftop_shockb2 =[ $shockb2, ftop_shockb3 ] {ftop_lightning();}; void() ftop_shockb3 =[ $shockb3, ftop_shockb4 ] {ftop_lightning();}; void() ftop_shockb4 =[ $shockb4, ftop_shockb5 ] {ftop_lightning();}; void() ftop_shockb5 =[ $shockb5, ftop_shockb6 ] {ftop_lightning();}; void() ftop_shockb6 =[ $shockb6, ftop_shockb7 ] {ftop_lightning();}; void() ftop_shockb7 =[ $shockb1, ftop_shockb8 ] {ftop_lightning();}; void() ftop_shockb8 =[ $shockb2, ftop_shockb9 ] {ftop_lightning();}; void() ftop_shockb9 =[ $shockb3, ftop_shockb10 ] {ftop_lightning();}; void() ftop_shockb10 =[ $shockb4, ftop_death1 ] {ftop_lightning(); if (self.attack_finished > time) self.think = ftop_shockb1;}; //---------------------------------------------------------------------- void() ftop_shockc1 =[ $shockc1, ftop_shockc2 ] {ftop_lightning();}; void() ftop_shockc2 =[ $shockc2, ftop_shockc3 ] {ftop_lightning();}; void() ftop_shockc3 =[ $shockc3, ftop_shockc4 ] {ftop_lightning();}; void() ftop_shockc4 =[ $shockc4, ftop_shockc5 ] {ftop_lightning();}; void() ftop_shockc5 =[ $shockc5, ftop_shockc6 ] {ftop_lightning();}; void() ftop_shockc6 =[ $shockc6, ftop_shockc7 ] {ftop_lightning();}; void() ftop_shockc7 =[ $shockc7, ftop_shockc8 ] {ftop_lightning();}; void() ftop_shockc8 =[ $shockc8, ftop_shockc9 ] {ftop_lightning();}; void() ftop_shockc9 =[ $shockc9, ftop_shockc10 ] {ftop_lightning();}; void() ftop_shockc10 =[ $shockc10, ftop_death1 ] {ftop_lightning(); if (self.attack_finished > time) self.think = ftop_shockc1;}; //---------------------------------------------------------------------- void() ftop_deathsequence = { self.use = SUB_Null; self.enemy = world; self.takedamage = DAMAGE_NO; self.deadflag = DEAD_DEAD; // Find electrode start/end points if (self.noise1 != "") self.movetarget2 = find(world, targetname, self.noise1); if (self.noise2 != "") self.movetarget3 = find(world, targetname, self.noise2); sound (self, CHAN_WEAPON, "misc/power.wav", 1, ATTN_NORM); sound (self, CHAN_VOICE, "chthon/pain1.wav", 1, ATTN_NORM); self.attack_finished = time + 1.5; self.lip = random(); if (self.lip < 0.3) ftop_shocka1(); else if (self.lip < 0.6) ftop_shockb1(); else ftop_shockc1(); }; //=========================================================================== void() ftop_rise1 =[ $rise1, ftop_rise2 ] { sound (self, CHAN_WEAPON, "chthon/lavasplash.wav", 1, ATTN_NORM);}; void() ftop_rise2 =[ $rise2, ftop_rise3 ] { sound (self, CHAN_VOICE, self.sight_sound, 1, ATTN_NORM);}; void() ftop_rise3 =[ $rise3, ftop_rise4 ] {}; void() ftop_rise4 =[ $rise4, ftop_rise5 ] {}; void() ftop_rise5 =[ $rise5, ftop_rise6 ] {}; void() ftop_rise6 =[ $rise6, ftop_rise7 ] {}; void() ftop_rise7 =[ $rise7, ftop_rise8 ] {}; void() ftop_rise8 =[ $rise8, ftop_rise9 ] {}; void() ftop_rise9 =[ $rise9, ftop_rise10 ] {}; void() ftop_rise10 =[ $rise10, ftop_rise11 ] {}; void() ftop_rise11 =[ $rise11, ftop_rise12 ] {}; void() ftop_rise12 =[ $rise12, ftop_rise13 ] {}; void() ftop_rise13 =[ $rise13, ftop_rise14 ] {}; void() ftop_rise14 =[ $rise14, ftop_rise15 ] {}; void() ftop_rise15 =[ $rise15, ftop_rise16 ] {}; void() ftop_rise16 =[ $rise16, ftop_rise17 ] {}; void() ftop_rise17 =[ $rise17, ftop_idleframe ] { self.state = FTOP_IDLE; self.takedamage = DAMAGE_YES; self.th_stand = ftop_idleframe; self.th_run = ftop_attackframe; self.th_pain = ftop_pain; self.th_die = ftop_deathsequence; }; //---------------------------------------------------------------------- void() ftop_wakeup = { self.skin = 1; // Dark lava skin self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.velocity = '0 0 0'; self.flags = FL_MONSTER; setmodel(self, self.mdl); // Setup model setsize (self, self.bbmins, self.bbmaxs); // Restore BB size self.enemy = activator; // Setup trigger enemy self.use = ftop_deathsequence; // Final death trigger event // DP particle spark and smoke effect to Chthon, originally done by Seven if (ext_dppart) self.traileffectnum = particleeffectnum("TR_BOSSCHTHON"); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LAVASPLASH); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); ftop_rise1 (); }; /*====================================================================== QUAKED monster_firetopboss (1 0.25 0.25) (-128 -128 -24) (128 128 256) ======================================================================*/ void() monster_firetopboss = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_bosschthon.mdl"; precache_model (self.mdl); precache_model (MODEL_PROJ_LAVA); precache_sound ("chthon/attack1.wav"); precache_sound ("weapons/rocket1i.wav"); precache_sound ("misc/power.wav"); self.pain_sound = "chthon/pain1.wav"; precache_sound (self.pain_sound); precache_sound ("chthon/death1.wav"); // Rise from lava roar + splash self.sight_sound = "chthon/sight1.wav"; precache_sound (self.sight_sound); precache_sound ("chthon/lavasplash.wav"); self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement self.bbmins = '-128 -128 -24'; // has own entity setup self.bbmaxs = '128 128 256'; self.bboxtype = BBOX_CUSTOM; self.bossflag = TRUE; // Boss flag (like FL_MONSTER) self.poisonous = FALSE; // Cannot be poisonous self.deathstring = " was destroyed by the Firetop Guardian\n"; self.health = self.max_health = MEGADEATH; self.takedamage = DAMAGE_NO; self.classtype = CT_MONFIRETOP; self.classgroup = CG_BOSS; self.infightextra = 8; self.pain_ignore = 1; self.yaw_speed = 20; // Fast turner self.deadflag = DEAD_NO; // Always reset Ammo Resistance to be consistent // The shamblers infront of the boss are suppose to be killed // by the boss and they fire lightning (cell damage) // If the boss is 100% ammo resist == no infighting // The health is reset everytime pain is received self.resist_shells = self.resist_nails = 1; self.resist_rockets = self.resist_cells = 0.9; self.reflectnails = self.bouncegrenade = TRUE; total_monsters = total_monsters + 1; self.use = ftop_wakeup; };