/*============================================================================== Chthon (ID software 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 entity le1, le2; float lightning_end; //=========================================================================== void() idchthon_tracking = { // Find a player if (!self.enemy) { self.enemy = find(world, classname, "player"); if (!self.enemy) self.enemy = world; } // Check for any no combat conditions if (self.enemy.flags & FL_NOTARGET) self.enemy = world; else if (self.enemy.items & IT_INVISIBILITY) self.enemy = world; else if (intermission_running > 0) self.enemy = world; else if (self.enemy.health < 1) self.enemy = world; if (self.enemy) self.th_missile(); }; //---------------------------------------------------------------------- void() idchthon_idle1 =[ $walk1, idchthon_idle2 ] {idchthon_tracking();}; void() idchthon_idle2 =[ $walk2, idchthon_idle3 ] {}; void() idchthon_idle3 =[ $walk3, idchthon_idle4 ] {}; void() idchthon_idle4 =[ $walk4, idchthon_idle5 ] {}; void() idchthon_idle5 =[ $walk5, idchthon_idle6 ] {}; void() idchthon_idle6 =[ $walk6, idchthon_idle7 ] {}; void() idchthon_idle7 =[ $walk7, idchthon_idle8 ] {}; void() idchthon_idle8 =[ $walk8, idchthon_idle9 ] {}; void() idchthon_idle9 =[ $walk9, idchthon_idle10 ] {}; void() idchthon_idle10 =[ $walk10, idchthon_idle11 ] {idchthon_tracking();}; void() idchthon_idle11 =[ $walk11, idchthon_idle12 ] {}; void() idchthon_idle12 =[ $walk12, idchthon_idle13 ] {}; void() idchthon_idle13 =[ $walk13, idchthon_idle14 ] {}; void() idchthon_idle14 =[ $walk14, idchthon_idle15 ] {}; void() idchthon_idle15 =[ $walk15, idchthon_idle16 ] {}; void() idchthon_idle16 =[ $walk16, idchthon_idle17 ] {}; void() idchthon_idle17 =[ $walk17, idchthon_idle18 ] {}; void() idchthon_idle18 =[ $walk18, idchthon_idle19 ] {}; void() idchthon_idle19 =[ $walk19, idchthon_idle20 ] {}; void() idchthon_idle20 =[ $walk20, idchthon_idle21 ] {}; void() idchthon_idle21 =[ $walk21, idchthon_idle22 ] {idchthon_tracking();}; void() idchthon_idle22 =[ $walk22, idchthon_idle23 ] {}; void() idchthon_idle23 =[ $walk23, idchthon_idle24 ] {}; void() idchthon_idle24 =[ $walk24, idchthon_idle25 ] {}; void() idchthon_idle25 =[ $walk25, idchthon_idle26 ] {}; void() idchthon_idle26 =[ $walk26, idchthon_idle27 ] {}; void() idchthon_idle27 =[ $walk27, idchthon_idle28 ] {}; void() idchthon_idle28 =[ $walk28, idchthon_idle29 ] {}; void() idchthon_idle29 =[ $walk29, idchthon_idle30 ] {}; void() idchthon_idle30 =[ $walk30, idchthon_idle31 ] {}; void() idchthon_idle31 =[ $walk31, idchthon_idle1 ] {idchthon_tracking();}; //=========================================================================== void(vector orgofs) idchthon_missile = { local vector offang, org, vec, dir, mdest, avel; local float projlen; // No enemy, player dead or intermission? if (!self.enemy || self.enemy.health < 1 || intermission_running > 0) { self.th_stand(); 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_LAVA, self.attack_speed); }; //---------------------------------------------------------------------- void() idchthon_face = { // Find a player if (!self.enemy) { self.enemy = find(world, classname, "player"); if (!self.enemy) self.enemy = world; } // Check for any no combat conditions if (self.enemy.flags & FL_NOTARGET) self.enemy = world; else if (self.enemy.items & IT_INVISIBILITY) self.enemy = world; else if (intermission_running > 0) self.enemy = world; else if (self.enemy.health < 1) self.enemy = world; if (self.enemy) ai_face(); }; //---------------------------------------------------------------------- void() idchthon_missile1 =[ $attack1, idchthon_missile2 ] {idchthon_face();}; void() idchthon_missile2 =[ $attack2, idchthon_missile3 ] {idchthon_face();}; void() idchthon_missile3 =[ $attack3, idchthon_missile4 ] {idchthon_face();}; void() idchthon_missile4 =[ $attack4, idchthon_missile5 ] {idchthon_face();}; void() idchthon_missile5 =[ $attack5, idchthon_missile6 ] {idchthon_face();}; void() idchthon_missile6 =[ $attack6, idchthon_missile7 ] {idchthon_face();}; void() idchthon_missile7 =[ $attack7, idchthon_missile8 ] {idchthon_face();}; void() idchthon_missile8 =[ $attack8, idchthon_missile9 ] {idchthon_face();}; void() idchthon_missile9 =[ $attack9, idchthon_missile10 ] {idchthon_missile('100 100 200');}; void() idchthon_missile10 =[ $attack10, idchthon_missile11 ] {idchthon_face();}; void() idchthon_missile11 =[ $attack11, idchthon_missile12 ] {idchthon_face();}; void() idchthon_missile12 =[ $attack12, idchthon_missile13 ] {idchthon_face();}; void() idchthon_missile13 =[ $attack13, idchthon_missile14 ] {idchthon_face();}; void() idchthon_missile14 =[ $attack14, idchthon_missile15 ] {idchthon_face();}; void() idchthon_missile15 =[ $attack15, idchthon_missile16 ] {idchthon_face();}; void() idchthon_missile16 =[ $attack16, idchthon_missile17 ] {idchthon_face();}; void() idchthon_missile17 =[ $attack17, idchthon_missile18 ] {idchthon_face();}; void() idchthon_missile18 =[ $attack18, idchthon_missile19 ] {idchthon_face();}; void() idchthon_missile19 =[ $attack19, idchthon_missile20 ] {idchthon_face();}; void() idchthon_missile20 =[ $attack20, idchthon_missile21 ] {idchthon_missile('100 -100 200');}; void() idchthon_missile21 =[ $attack21, idchthon_missile22 ] {idchthon_face();}; void() idchthon_missile22 =[ $attack22, idchthon_missile23 ] {idchthon_face();}; void() idchthon_missile23 =[ $attack23, idchthon_missile1 ] {idchthon_face();}; //---------------------------------------------------------------------- void() idchthon_rise1 =[ $rise1, idchthon_rise2 ] {}; void() idchthon_rise2 =[ $rise2, idchthon_rise3 ] { sound (self, CHAN_VOICE, self.sight_sound, 1, ATTN_NORM);}; void() idchthon_rise3 =[ $rise3, idchthon_rise4 ] {}; void() idchthon_rise4 =[ $rise4, idchthon_rise5 ] {ai_face();}; void() idchthon_rise5 =[ $rise5, idchthon_rise6 ] {}; void() idchthon_rise6 =[ $rise6, idchthon_rise7 ] {ai_face();}; void() idchthon_rise7 =[ $rise7, idchthon_rise8 ] {}; void() idchthon_rise8 =[ $rise8, idchthon_rise9 ] {ai_face();}; void() idchthon_rise9 =[ $rise9, idchthon_rise10 ] {}; void() idchthon_rise10 =[ $rise10, idchthon_rise11 ] {ai_face();}; void() idchthon_rise11 =[ $rise11, idchthon_rise12 ] {}; void() idchthon_rise12 =[ $rise12, idchthon_rise13 ] {ai_face();}; void() idchthon_rise13 =[ $rise13, idchthon_rise14 ] {}; void() idchthon_rise14 =[ $rise14, idchthon_rise15 ] {ai_face();}; void() idchthon_rise15 =[ $rise15, idchthon_rise16 ] {}; void() idchthon_rise16 =[ $rise16, idchthon_rise17 ] {ai_face();}; void() idchthon_rise17 =[ $rise17, idchthon_missile1 ] {}; //---------------------------------------------------------------------- void() idchthon_awake = { self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.takedamage = DAMAGE_NO; self.velocity = '0 0 0'; setmodel(self, self.mdl); // Setup model setsize (self, self.bbmins, self.bbmaxs); // Restore BB size if (skill == SKILL_EASY) self.health = 1; else self.health = 3; self.enemy = activator; // DP particle spark and smoke effect to Chthon // original idea by Seven, green version added later by me if (ext_dppart) self.traileffectnum = particleeffectnum(self.dpp_name); 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); sound (self, CHAN_WEAPON, "chthon/lavasplash.wav", 1, ATTN_NORM); idchthon_rise1 (); }; //=========================================================================== void() idchthon_shocka1 =[ $shocka1, idchthon_shocka2 ] {}; void() idchthon_shocka2 =[ $shocka2, idchthon_shocka3 ] {}; void() idchthon_shocka3 =[ $shocka3, idchthon_shocka4 ] {}; void() idchthon_shocka4 =[ $shocka4, idchthon_shocka5 ] {}; void() idchthon_shocka5 =[ $shocka5, idchthon_shocka6 ] {}; void() idchthon_shocka6 =[ $shocka6, idchthon_shocka7 ] {}; void() idchthon_shocka7 =[ $shocka7, idchthon_shocka8 ] {}; void() idchthon_shocka8 =[ $shocka8, idchthon_shocka9 ] {}; void() idchthon_shocka9 =[ $shocka9, idchthon_shocka10 ] {}; void() idchthon_shocka10 =[ $shocka10, idchthon_missile1 ] {}; //---------------------------------------------------------------------- void() idchthon_shockb1 =[ $shockb1, idchthon_shockb2 ] {}; void() idchthon_shockb2 =[ $shockb2, idchthon_shockb3 ] {}; void() idchthon_shockb3 =[ $shockb3, idchthon_shockb4 ] {}; void() idchthon_shockb4 =[ $shockb4, idchthon_shockb5 ] {}; void() idchthon_shockb5 =[ $shockb5, idchthon_shockb6 ] {}; void() idchthon_shockb6 =[ $shockb6, idchthon_shockb7 ] {}; void() idchthon_shockb7 =[ $shockb1, idchthon_shockb8 ] {}; void() idchthon_shockb8 =[ $shockb2, idchthon_shockb9 ] {}; void() idchthon_shockb9 =[ $shockb3, idchthon_shockb10 ] {}; void() idchthon_shockb10 =[ $shockb4, idchthon_missile1 ] {}; //---------------------------------------------------------------------- void() idchthon_shockc1 =[ $shockc1, idchthon_shockc2 ] {}; void() idchthon_shockc2 =[ $shockc2, idchthon_shockc3 ] {}; void() idchthon_shockc3 =[ $shockc3, idchthon_shockc4 ] {}; void() idchthon_shockc4 =[ $shockc4, idchthon_shockc5 ] {}; void() idchthon_shockc5 =[ $shockc5, idchthon_shockc6 ] {}; void() idchthon_shockc6 =[ $shockc6, idchthon_shockc7 ] {}; void() idchthon_shockc7 =[ $shockc7, idchthon_shockc8 ] {}; void() idchthon_shockc8 =[ $shockc8, idchthon_shockc9 ] {}; void() idchthon_shockc9 =[ $shockc9, idchthon_shockc10 ] {}; void() idchthon_shockc10 =[ $shockc10, idchthon_death1 ] {}; //---------------------------------------------------------------------- void() lightning_fire = { local vector p1, p2; // done here, put the terminals back up if (time >= lightning_end) { self = le1; func_door_go_down (); self = le2; func_door_go_down (); return; } p1 = (le1.mins + le1.maxs) * 0.5; p1_z = le1.absmin_z - 16; p2 = (le2.mins + le2.maxs) * 0.5; p2_z = le2.absmin_z - 16; // compensate for length of bolt p2 = p2 - normalize(p2-p1)*100; self.nextthink = time + 0.1; self.think = lightning_fire; WriteByte (MSG_ALL, SVC_TEMPENTITY); WriteByte (MSG_ALL, TE_LIGHTNING3); WriteEntity (MSG_ALL, world); WriteCoord (MSG_ALL, p1_x); WriteCoord (MSG_ALL, p1_y); WriteCoord (MSG_ALL, p1_z); WriteCoord (MSG_ALL, p2_x); WriteCoord (MSG_ALL, p2_y); WriteCoord (MSG_ALL, p2_z); }; //---------------------------------------------------------------------- void() lightning_use = { if (lightning_end >= time + 1) return; le1 = find( world, target, "lightning"); le2 = find( le1, target, "lightning"); if (!le1 || !le2) { dprint ("\b[CHTHON]\b missing lightning targets\n"); return; } // Check for lightning block alignment if ( (le1.state != STATE_TOP && le1.state != STATE_BOTTOM) || (le2.state != STATE_TOP && le2.state != STATE_BOTTOM) || (le1.state != le2.state) ) { return; } // don't let the electrodes go back up until the bolt is done le1.nextthink = -1; le2.nextthink = -1; lightning_end = time + 1; sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM); lightning_fire (); // advance the boss pain if down self = find (world, classname, "monster_boss"); if (!self) return; self.enemy = activator; if (le1.state == STATE_TOP && self.health > 0) { sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); self.health = self.health - 1; if (self.health >= 2) idchthon_shocka1(); else if (self.health == 1) idchthon_shockb1(); else if (self.health == 0) idchthon_shockc1(); } }; //=========================================================================== void() idchthon_death1 = [$death1, idchthon_death2] { sound (self, CHAN_VOICE, "chthon/death.wav", 1, ATTN_NORM);}; void() idchthon_death2 = [$death2, idchthon_death3] {}; void() idchthon_death3 = [$death3, idchthon_death4] {}; void() idchthon_death4 = [$death4, idchthon_death5] {}; void() idchthon_death5 = [$death5, idchthon_death6] {}; void() idchthon_death6 = [$death6, idchthon_death7] {}; void() idchthon_death7 = [$death7, idchthon_death8] {}; void() idchthon_death8 = [$death8, idchthon_death9] {}; void() idchthon_death9 = [$death9, idchthon_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); }; // No plans to support map hacks anymore, function name changed void() idchthon_death10 = [$death9, idchthon_death10] { killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); SUB_UseTargets (); entity_hide(self); }; /*====================================================================== QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) ======================================================================*/ void() monster_boss = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_bosschthon.mdl"; precache_model (self.mdl); precache_model (MODEL_PROJ_LAVA); // Attack/throw/electric sound precache_sound ("chthon/attack1.wav"); precache_sound ("weapons/rocket1i.wav"); precache_sound ("misc/power.wav"); self.pain_sound = "chthon/pain.wav"; precache_sound (self.pain_sound); precache_sound ("chthon/death.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 // Use to be 128 square, reduced size to help with // radius/splash damage being more effective self.bbmins = '-80 -80 -24'; // has own entity setup self.bbmaxs = '80 80 256'; self.bboxtype = BBOX_CUSTOM; self.bossflag = TRUE; // Boss flag (like FL_MONSTER) self.poisonous = FALSE; // Cannot be poisonous self.health = 3; self.takedamage = DAMAGE_NO; // Cannot be damaged self.bouncegrenade = TRUE; // Grenades bounce off! self.dpp_name = "TR_BOSSCHTHON";// Lava smoke and sparks self.yaw_speed = 20; // Fast turner self.deathstring = " was blown apart by Chthon\n"; // Always reset Ammo Resistance to be consistent self.resist_shells = self.resist_nails = 1; self.resist_rockets = self.resist_cells = 1; self.th_stand = idchthon_idle1; self.th_walk = idchthon_idle1; self.th_run = idchthon_idle1; self.th_missile = idchthon_missile1; self.classtype = CT_MONIDCHTHON; self.classgroup = CG_BOSS; // Does not go through monster spawn functions total_monsters = total_monsters + 1; self.use = idchthon_awake; }; /*====================================================================== /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) x Just for boss level. Used for killing Cthon. -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Just for boss level. Used for killing Cthon. ======================================================================*/ void() event_lightning = { self.use = lightning_use; }; /*====================================================================== /*QUAKED misc_teleporttrain (0 0.5 0.8) (-8 -8 -8) (8 8 8) x This is used for the final boss ONLY Flying ball needed to teleport kill Shub-Niggurath -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- This is used for the final boss ONLY Flying ball needed to teleport kill Shub-Niggurath Originallu used bmodel train functions, setup to work like the shalrath homing missile ======================================================================*/ void() teleporttrain_next; void() teleporttrain_target = { local vector dir; if (self.target != "") { // Find next target entity self.enemy = find (world, targetname, self.target); if (self.enemy) { // Work out distance and angle to turn towards dir = normalize(self.enemy.origin - self.origin); self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); self.velocity = dir * self.speed; // Shift target to next target in the entity chain self.target = self.enemy.target; self.nextthink = time + 0.1; self.think = teleporttrain_next; return; } } // No target or entity to follow, full stop self.velocity = '0 0 0'; self.enemy = world; }; //---------------------------------------------------------------------- void() teleporttrain_next = { if (!self.enemy) return; // Work out how close to the next target (self.enemy) self.t_length = vlen(self.enemy.origin - self.origin); if (self.t_length < 64) teleporttrain_target(); else { // Keep checking self.nextthink = time + 0.1; self.think = teleporttrain_next; } }; //---------------------------------------------------------------------- void() misc_teleporttrain = { self.mdl = "progs/teleport.mdl"; precache_model (self.mdl); self.solid = SOLID_TRIGGER; // Push movetype cannot rotate, fly can // self.movetype = MOVETYPE_PUSH; self.movetype = MOVETYPE_FLY; self.use = teleporttrain_target; self.avelocity = vecrand(50,250,FALSE); setmodel (self, self.mdl); setsize (self, VEC_ORIGIN , VEC_ORIGIN); if (!self.speed) self.speed = 100; if (self.target == "") { spawn_marker(self.origin, SPNMARK_YELLOW); remove(self); } };