/*============================================================================== DEMON ==============================================================================*/ $cd id1/models/demon3 $scale 0.8 $origin 0 0 24 $base base $skin base $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame stand10 stand11 stand12 stand13 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame run1 run2 run3 run4 run5 run6 $frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10 $frame leap11 leap12 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8 $frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15 //============================================================================ void() demon1_stand1 =[ $stand1, demon1_stand2 ] {monster_idle_sound(); ai_stand();}; void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();}; void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();}; void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();}; void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();}; void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();}; void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();}; void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();}; void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();}; void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();}; void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();}; void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();}; void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();}; //============================================================================ void() demon1_walk1 =[ $walk1, demon1_walk2 ] { monster_footstep(FALSE); monster_idle_sound(); ai_walk(8);}; void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);}; void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);}; void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);}; void() demon1_walk5 =[ $walk5, demon1_walk6 ] {monster_footstep(FALSE); ai_walk(4);}; void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);}; void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);}; void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);}; //============================================================================ void() demon1_run1 =[ $run1, demon1_run2 ] {monster_idle_sound(); ai_run(20);}; void() demon1_run2 =[ $run2, demon1_run3 ] {monster_footstep(FALSE); ai_run(15);}; void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);}; void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);}; void() demon1_run5 =[ $run5, demon1_run6 ] {monster_footstep(FALSE); ai_run(15);}; void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);}; //=========================================================================== // Melee damage function, called from animation frame set // Standardized layout (matching ai_melee (ai.qc) // Added each claw attack checks enemy distance (before no check) // Added z depth check on attacks +/- 64 units // Added claw miss sound (borrowed HK slash sound) // Changed some explicit values to constant variables //=========================================================================== void(float side) Demon_Claw = { local float ldmg; if (!self.enemy) return; if (self.health < 1) return; ai_face (); // Turn towards enemy target walkmove (self.ideal_yaw, 12); // Get extra close to enemy target ai_damagebreakable(20); // Damage any breakables // Moved the check for melee distance to here with takedamage // If the demon is outside of melee range then need miss swipe sound // same goes for enemies that cannot be damaged (world geo mostly) if (!ai_checkmelee(MONAI_MELEEDEMON) || !self.enemy.takedamage) { // Melee claw miss sound if (random() < 0.5) sound (self, CHAN_WEAPON, "weapons/sword1a.wav", 1, ATTN_NORM); else sound (self, CHAN_WEAPON, "weapons/sword1b.wav", 1, ATTN_NORM); } else { // Check for poisonous attribute (new poison version) if (self.poisonous) PoisonDeBuff(self.enemy); // Melee claw hit sound sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM); ldmg = 10 + 5*random(); T_Damage (self.enemy, self, self, ldmg, DAMARMOR); SpawnMeatSpray (self, self.enemy, side); } }; //---------------------------------------------------------------------- void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(4);}; void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {monster_footstep(FALSE); ai_charge(0);}; void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);}; void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);}; void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Claw(150);}; void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);}; void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);}; void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);}; void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);}; void() demon1_atta10 =[ $attacka10, demon1_atta11] {monster_footstep(FALSE); ai_charge(2);}; void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Claw(-150);}; void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);}; void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);}; void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);}; void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);}; //=========================================================================== // JumpTouch setup from animation frame set // Changed so that it does not keep going in a loop // * Demon will jump again if stuck (only 2 jumps) //=========================================================================== void() Demon_JumpTouch = { local float ldmg; if (self.health < 1) return; ai_jumpbreakable(50); // Damage any breakables self.touch = SUB_Null; // No more touching self.count = self.count + 1; // Total amount of touch jumps self.think = self.th_jumpexit; // Exit frame // Keep track of how many times touched the same object if (self.jumptouch == other) self.jump_flag = time + MONAI_JUMPTIMEOUT; self.jumptouch = other; // Keep track of touch target // Do not damage other demons with jump attacks if (self.classtype != other.classtype && other.takedamage) { if ( vlen(self.velocity) > 300 ) { ldmg = 40 + 10*random(); T_Damage (other, self, self, ldmg, DAMARMOR); SpawnMeatSpray(self, other, FALSE); SpawnMeatSpray(self, other, FALSE); SpawnMeatSpray(self, other, FALSE); // Check for poisonous attribute (new poison version) if (self.poisonous) PoisonDeBuff(self.enemy); } } // Is the demon floating in the air? if (!checkbottom(self)) { // Is the demon standing on something? if (self.flags & FL_ONGROUND) { // Do an extra jump if got the count if (self.count < 2) self.think = self.th_jump; } } // Next timer self.nextthink = time + 0.1; }; //---------------------------------------------------------------------- void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face(); self.jump_flag = time; // No jump time limits sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); }; void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();}; void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();}; void() demon1_jump4 =[ $leap4, demon1_jump5 ] { ai_face(); self.jump_flag = time; // No jump time limits self.touch = Demon_JumpTouch; makevectors (self.angles); self.velocity = v_forward * 600 + '0 0 250'; self.flags = self.flags - (self.flags & FL_ONGROUND); self.oldorigin = self.origin; }; // Flying through the air waiting to touch something! void() demon1_jump5 =[ $leap5, demon1_jump6 ] {}; void() demon1_jump6 =[ $leap6, demon1_jump7 ] {}; void() demon1_jump7 =[ $leap7, demon1_jump8 ] {}; void() demon1_jump8 =[ $leap8, demon1_jump9 ] {}; void() demon1_jump9 =[ $leap9, demon1_jump10 ] {}; void() demon1_jump10 =[ $leap10, demon1_jump1 ] { // Double check monster is still falling? if (CheckZeroVector(self.velocity) || self.oldorigin == self.origin) { self.ideal_yaw = random() * 360; //random jump angle self.think = demon1_jump3; } self.oldorigin = self.origin; }; //---------------------------------------------------------------------- void() demon1_jump11 =[ $leap11, demon1_jump12] {monster_footstep(FALSE); }; void() demon1_jump12 =[ $leap12, demon1_run1 ] {ai_resetangles();}; /*====================================================================== PAIN ========================================================================*/ void() demon1_pain1 =[ $pain1, demon1_pain2 ] {}; void() demon1_pain2 =[ $pain2, demon1_pain3 ] {}; void() demon1_pain3 =[ $pain3, demon1_pain4 ] {}; void() demon1_pain4 =[ $pain4, demon1_pain5 ] {}; void() demon1_pain5 =[ $pain5, demon1_pain6 ] {}; void() demon1_pain6 =[ $pain6, demon1_run1 ] {}; //---------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) demon1_pain = { if (self.touch == Demon_JumpTouch) return; // Check all pain conditions and set up what to do next monster_pain_check(attacker, damage); // Any pain animation/sound required? if (self.pain_check > 0) { sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); if (self.pain_check == 1) demon1_pain1 (); else if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.pain_finished = time + 0.6; self.axhitme = 0; demon1_pain1 (); } } }; //============================================================================ void() demon1_death1 =[ $death1, demon1_death2 ] {}; void() demon1_death2 =[ $death2, demon1_death3 ] {monster_check_gib();}; void() demon1_death3 =[ $death3, demon1_death4 ] {monster_check_gib(); self.solid = SOLID_NOT;}; void() demon1_death4 =[ $death4, demon1_death5 ] {}; void() demon1_death5 =[ $death5, demon1_death6 ] {}; void() demon1_death6 =[ $death6, demon1_death7 ] {}; void() demon1_death7 =[ $death7, demon1_death8 ] {}; void() demon1_death8 =[ $death8, demon1_death9 ] {monster_death_postcheck();}; void() demon1_death9 =[ $death9, demon1_death9 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() demon1_die = { // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM); demon1_death1 (); } }; /*====================================================================== QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush ======================================================================*/ void() monster_demon1 = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_demon.mdl"; self.headmdl = "progs/h_demon.mdl"; self.gib1mdl = "progs/gib_dmleg1.mdl"; // Left leg self.gib2mdl = "progs/gib_dmleg2.mdl"; // Right leg self.gib3mdl = "progs/gib_dmtail.mdl"; // Tail self.gib4mdl = "progs/gib_dmclaw1.mdl"; // Claw 1 self.gib5mdl = "progs/gib_dmclaw2.mdl"; // Claw 2 precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (self.gib3mdl); precache_model (self.gib4mdl); // Always precache extra models precache_model (self.gib5mdl); // regardless if picked or not // Randomly swap in demon claws instead of legs if (random() < 0.5) self.gib1mdl = self.gib4mdl; if (random() < 0.5) self.gib2mdl = self.gib5mdl; self.gib4mdl = ""; self.gib5mdl = ""; self.idle_sound = "demon/idle1.wav"; precache_sound (self.idle_sound); self.pain_sound = "demon/dpain1.wav"; precache_sound (self.pain_sound); precache_sound ("demon/ddeath.wav"); precache_sound ("demon/dhit2.wav"); precache_sound ("demon/djump.wav"); precache_sound ("weapons/sword1a.wav"); precache_sound ("weapons/sword1b.wav"); self.sight_sound = "demon/sight2.wav"; precache_sound (self.sight_sound); // Check for poisonous entity flag if (self.poisonous) { precache_poisongibs(); // precache gibs self.gibtype = GIBTYPE_POISON; // Poisonous blood trails self.exactskin = 1; self.gib1skin = self.gib2skin = self.gib3skin = 1; } self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement self.idmins = VEC_HULL2_MIN; // -32 -32 -24, 32 32 64 self.idmaxs = VEC_HULL2_MAX; if (self.bboxtype < 1) self.bboxtype = BBOX_WIDE; if (self.health < 1) self.health = 300; self.gibhealth = -80; self.gibbed = FALSE; self.pain_flinch = 200; // takes alot to pain self.pain_longanim = TRUE; // can be chopped with shadow axe self.pain_timeout = 2; // High pain threshold self.steptype = FS_TYPESLOW; // Tiny feet/nails self.blockudeath = TRUE; // no humanoid death sound self.meleeoffset = '32 0 10'; // Claw attack offset self.deathstring = " was eviscerated by a Fiend\n"; // Always reset Ammo Resistance to be consistent self.resist_shells = self.resist_nails = 0; self.resist_rockets = self.resist_cells = 0; self.th_checkattack = DemonCheckAttack; self.th_stand = demon1_stand1; self.th_walk = demon1_walk1; self.th_run = demon1_run1; self.th_melee = demon1_atta1; // one of two attacks self.th_jump = demon1_jump1; // jump attack self.th_jumpexit = demon1_jump11; self.th_pain = demon1_pain; self.th_die = demon1_die; self.classtype = CT_MONDEMON; self.classgroup = CG_DEMON; self.classmove = MON_MOVEWALK; monster_start(); };