/*============================================================================== 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 deathb9 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 $frame painb9 painb10 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 // Idle 1 - Growling $frame idlea1 idlea2 idlea3 idlea4 idlea5 idlea6 idlea7 idlea8 $frame idlea9 idlea10 idlea11 idlea12 idlea13 idlea14 idlea15 idlea16 $frame idlea17 idlea18 // Idle 2 - Sniffing ground $frame idleb1 idleb2 idleb3 idleb4 idleb5 idleb6 idleb7 idleb8 $frame idleb9 idleb10 idleb11 idleb12 idleb13 idleb14 // Walk B - walking and sniffing $frame walkb1 walkb2 walkb3 walkb4 walkb5 walkb6 walkb7 walkb8 // Idle 3 - Howling at the moon $frame idlec1 idlec2 idlec3 idlec4 idlec5 idlec6 idlec7 idlec8 $frame idlec9 idlec10 idlec11 idlec12 idlec13 idlec14 void() dog_walkb1; //============================================================================ void() dog_idlea1 =[ $idlea1, dog_idlea2 ] {self.idlebusy = TRUE; monster_idle_sound(); ai_stand();}; void() dog_idlea2 =[ $idlea2, dog_idlea3 ] {ai_stand();}; void() dog_idlea3 =[ $idlea3, dog_idlea4 ] {ai_stand();}; void() dog_idlea4 =[ $idlea4, dog_idlea5 ] {ai_stand();}; void() dog_idlea5 =[ $idlea5, dog_idlea6 ] {ai_stand();}; void() dog_idlea6 =[ $idlea6, dog_idlea7 ] {ai_stand();}; void() dog_idlea7 =[ $idlea7, dog_idlea8 ] {ai_stand();}; void() dog_idlea8 =[ $idlea8, dog_idlea9 ] {ai_stand();}; void() dog_idlea9 =[ $idlea9, dog_idlea10 ] {ai_stand();}; void() dog_idlea10=[ $idlea10, dog_idlea11 ] {ai_stand();}; void() dog_idlea11=[ $idlea11, dog_idlea12 ] {ai_stand();}; void() dog_idlea12=[ $idlea12, dog_idlea13 ] {ai_stand();}; void() dog_idlea13=[ $idlea13, dog_idlea14 ] {ai_stand();}; void() dog_idlea14=[ $idlea14, dog_idlea15 ] {ai_stand();}; void() dog_idlea15=[ $idlea15, dog_idlea16 ] {ai_stand();}; void() dog_idlea16=[ $idlea16, dog_idlea17 ] {ai_stand();}; void() dog_idlea17=[ $idlea17, dog_idlea18 ] {ai_stand();}; void() dog_idlea18=[ $idlea18, dog_stand1 ] {ai_stand();}; //============================================================================ void() dog_idleb1 =[ $idleb1, dog_idleb2 ] {self.idlebusy = TRUE; monster_idle_sound(); ai_stand();}; void() dog_idleb2 =[ $idleb2, dog_idleb3 ] {ai_stand();}; void() dog_idleb3 =[ $idleb3, dog_idleb4 ] {ai_stand();}; void() dog_idleb4 =[ $idleb4, dog_idleb5 ] {ai_stand();}; void() dog_idleb5 =[ $idleb5, dog_idleb6 ] {ai_stand();}; void() dog_idleb6 =[ $idleb6, dog_idleb7 ] {ai_stand();}; void() dog_idleb7 =[ $idleb7, dog_idleb8 ] {ai_stand();}; void() dog_idleb8 =[ $idleb8, dog_idleb9 ] {ai_stand();}; void() dog_idleb9 =[ $idleb9, dog_idleb10 ] {ai_stand();}; void() dog_idleb10=[ $idleb10, dog_idleb11 ] {ai_stand();}; void() dog_idleb11=[ $idleb11, dog_idleb12 ] {ai_stand();}; void() dog_idleb12=[ $idleb12, dog_idleb13 ] {ai_stand();}; void() dog_idleb13=[ $idleb13, dog_idleb14 ] {ai_stand();}; void() dog_idleb14=[ $idleb14, dog_stand1 ] {ai_stand();}; //============================================================================ void() dog_idlec1 =[ $idlec1, dog_idlec2 ] {self.idlebusy = TRUE; monster_idle_sound(); ai_stand();}; void() dog_idlec2 =[ $idlec2, dog_idlec3 ] {ai_stand();}; void() dog_idlec3 =[ $idlec3, dog_idlec4 ] {ai_stand();}; void() dog_idlec4 =[ $idlec4, dog_idlec5 ] {ai_stand();}; void() dog_idlec5 =[ $idlec5, dog_idlec6 ] {ai_stand();}; void() dog_idlec6 =[ $idlec6, dog_idlec7 ] {ai_stand();}; void() dog_idlec7 =[ $idlec7, dog_idlec8 ] {ai_stand();}; void() dog_idlec8 =[ $idlec8, dog_idlec9 ] {ai_stand();}; void() dog_idlec9 =[ $idlec9, dog_idlec10 ] {ai_stand();}; void() dog_idlec10=[ $idlec10, dog_idlec11 ] {ai_stand();}; void() dog_idlec11=[ $idlec11, dog_idlec12 ] {ai_stand();}; void() dog_idlec12=[ $idlec12, dog_idlec13 ] {ai_stand();}; void() dog_idlec13=[ $idlec13, dog_idlec14 ] {ai_stand();}; void() dog_idlec14=[ $idlec14, dog_stand1 ] {ai_stand();}; //============================================================================ void() dog_stand1 =[ $stand1, dog_stand2 ] {self.idlebusy = FALSE; 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 ] { if (random() < MON_IDLE_ANIMATION) { self.lip = random(); if (self.lip < 0.2) self.think = dog_idlec1; // Howling at moon else if (self.lip < 0.4) self.think = dog_idleb1; // sniff ground else self.think = dog_idlea1; // Growling } ai_stand(); }; //============================================================================ void() dog_walk1 =[ $walk1 , dog_walk2 ] {monster_idle_sound(); ai_walk(8);}; void() dog_walk2 =[ $walk2 , dog_walk3 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);}; void() dog_walk4 =[ $walk4 , dog_walk5 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);}; void() dog_walk6 =[ $walk6 , dog_walk7 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);}; void() dog_walk8 =[ $walk8 , dog_walk1 ] { // Random chance the dog will sniff the ground when walking/patrolling if (random() < MON_IDLE_ANIMATION) self.think = dog_walkb1; monster_footstep(FALSE); ai_walk(8); }; //---------------------------------------------------------------------- void() dog_walkb1 =[ $walkb1 , dog_walkb2 ] {self.idlebusy = TRUE; monster_idle_sound();ai_walk(8);}; void() dog_walkb2 =[ $walkb2 , dog_walkb3 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walkb3 =[ $walkb3 , dog_walkb4 ] {ai_walk(8);}; void() dog_walkb4 =[ $walkb4 , dog_walkb5 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walkb5 =[ $walkb5 , dog_walkb6 ] {ai_walk(8);}; void() dog_walkb6 =[ $walkb6 , dog_walkb7 ] {monster_footstep(FALSE); ai_walk(8);}; void() dog_walkb7 =[ $walkb7 , dog_walkb8 ] {ai_walk(8);}; void() dog_walkb8 =[ $walkb8 , dog_walk1 ] {monster_footstep(FALSE); ai_walk(8);}; //============================================================================ void() dog_run1 =[ $run1 , dog_run2 ] {monster_idle_sound(); ai_run(16);}; void() dog_run2 =[ $run2 , dog_run3 ] {monster_footstep(FALSE); ai_run(32);}; void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);}; void() dog_run4 =[ $run4 , dog_run5 ] {monster_footstep(FALSE); ai_run(20);}; void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);}; void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);}; void() dog_run7 =[ $run7 , dog_run8 ] {monster_footstep(FALSE); ai_run(16);}; void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);}; void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);}; void() dog_run10 =[ $run10 , dog_run11 ] {monster_footstep(FALSE); ai_run(20);}; void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);}; void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);}; //=========================================================================== // melee - dog_bite // Standardized layout (matching ai_melee (aisubs.qc) // Added z depth check on attacks +/- 64 units // Added extra blood (touch version, no arc) // Changed some explicit values to constant variables //=========================================================================== void() dog_bite = { local float ldmg; if (!self.enemy) return; if (self.health < 1) return; ai_charge(10); // Get closer for extra bite ai_damagebreakable(10); // Damage any breakables if (!ai_checkmelee(MONAI_MELEEDOG)) return; // Too far away // Can the target bleed? if (!self.enemy.takedamage) return; // Dog bite is nasty damage (1-24) ldmg = (random() + random() + random()) * 8; if (ldmg < 1) ldmg = 1; T_Damage (self.enemy, self, self, ldmg, DAMARMOR); // Check for poisonous attribute (new poison version) if (self.poisonous) PoisonDeBuff(self.enemy); // Spawn some blood from mouth spawn_touchblood (self, self.enemy, ldmg*3); }; //---------------------------------------------------------------------- void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);}; void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);}; void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);}; void() dog_atta4 =[ $attack4, dog_atta5 ] { sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM); dog_bite();}; void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);}; void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);}; void() dog_atta7 =[ $attack7, dog_atta8 ] {monster_footstep(FALSE);ai_charge(10);}; void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);}; //============================================================================ // range - springy feet //============================================================================ void() Dog_JumpTouch = { local float ldmg; if (self.health < 1) return; ai_jumpbreakable(20); // 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 dogs with jump attacks // Prevents packs from killing themselves if (self.classtype != other.classtype && other.takedamage) { if ( vlen(self.velocity) > 300 ) { ldmg = 10 + 10*random(); T_Damage (other, self, self, ldmg, DAMARMOR); // Spawn some touch blood (no explicit direction) spawn_touchblood (self.enemy, self.enemy, ldmg*3); // Check for poisonous attribute (new poison version) if (self.poisonous) PoisonDeBuff(self.enemy); } } // Is the dog floating in the air? if (!checkbottom(self)) { // Is the dog 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() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();}; void() dog_leap2 =[ $leap2, dog_leap3 ] { ai_face(); self.jump_flag = time; // No jump time limits self.touch = Dog_JumpTouch; makevectors (self.angles); self.velocity = v_forward * 300 + '0 0 200'; self.origin_z = self.origin_z + 4; self.flags = self.flags - (self.flags & FL_ONGROUND); self.oldorigin = self.origin; }; // Flying through the air waiting to touch something! void() dog_leap3 =[ $leap3, dog_leap4 ] {}; void() dog_leap4 =[ $leap4, dog_leap5 ] {}; void() dog_leap5 =[ $leap5, dog_leap6 ] {}; void() dog_leap6 =[ $leap6, dog_leap6 ] { // Double check monster is still falling? if (CheckZeroVector(self.velocity) || self.oldorigin == self.origin) { self.ideal_yaw = random() * 360; //random jump angle self.think = dog_leap2; } self.oldorigin = self.origin; }; void() dog_leap7 =[ $leap7, dog_leap8 ] {monster_footstep(FALSE);}; void() dog_leap8 =[ $leap8, dog_leap9 ] {monster_footstep(FALSE);}; void() dog_leap9 =[ $leap9, dog_run1 ] {ai_resetangles();}; /*====================================================================== PAIN ========================================================================*/ void() dog_pain1 =[ $pain1 , dog_pain2 ] {}; void() dog_pain2 =[ $pain2 , dog_pain3 ] {}; void() dog_pain3 =[ $pain3 , dog_pain4 ] {}; void() dog_pain4 =[ $pain4 , dog_pain5 ] {}; void() dog_pain5 =[ $pain5 , dog_pain6 ] {}; void() dog_pain6 =[ $pain6 , dog_run1 ] {monster_footstep(FALSE);}; //---------------------------------------------------------------------- void() dog_painb1 =[ $painb1 , dog_painb2 ] {}; void() dog_painb2 =[ $painb2 , dog_painb3 ] {}; void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);}; void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);}; void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);}; void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);}; void() dog_painb7 =[ $painb7 , dog_painb8 ] {}; void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);}; void() dog_painb9 =[ $painb9 , dog_painb10 ] {}; void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);}; void() dog_painb11 =[ $painb11 , dog_painb12 ] {monster_footstep(FALSE);}; void() dog_painb12 =[ $painb12 , dog_painb13 ] {monster_footstep(FALSE);}; void() dog_painb13 =[ $painb13 , dog_painb14 ] {}; void() dog_painb14 =[ $painb14 , dog_painb15 ] {}; void() dog_painb15 =[ $painb15 , dog_painb16 ] {}; void() dog_painb16 =[ $painb16 , dog_run1 ] {}; //---------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) dog_pain = { // 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 || self.pain_check == 2) { // Randomly pick which pain animation to play if (random() > 0.5) dog_pain1 (); else { dog_painb1 (); // roll over self.pain_finished = time + 2; // long animation } } } }; //============================================================================ void() dog_die1 =[ $death1, dog_die2 ] {}; void() dog_die2 =[ $death2, dog_die3 ] {monster_check_gib();}; void() dog_die3 =[ $death3, dog_die4 ] {monster_check_gib(); 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 ] {monster_death_postcheck();}; void() dog_die9 =[ $death9, dog_die9 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {}; void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {monster_check_gib();}; void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {monster_check_gib(); 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 ] {monster_death_postcheck();}; void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() dog_die = { // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM); if (random() > 0.5) dog_die1 (); else dog_dieb1 (); } }; /*====================================================================== /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush ======================================================================*/ void() monster_dog = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_dog.mdl"; self.headmdl = "progs/h_dog.mdl"; precache_model (self.mdl); precache_model (self.headmdl); self.idle_sound = "dog/idle.wav"; precache_sound (self.idle_sound); precache_sound ("dog/dattack1.wav"); precache_sound ("dog/ddeath.wav"); self.pain_sound = "dog/dpain1.wav"; precache_sound (self.pain_sound); self.sight_sound = "dog/dsight.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.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement self.idmins = '-32 -32 -24'; // Original mega large bbox self.idmaxs = '32 32 40'; if (self.bboxtype < 1) self.bboxtype = BBOX_DOG; if (self.health < 1) self.health = 25; self.gibhealth = -35; self.gibbed = FALSE; self.pain_flinch = 10; // Easy response to pain self.steptype = FS_TYPESLOW; // Tiny feet self.blockudeath = TRUE; // No humanoid death sound self.meleeoffset = '24 0 10'; // Bite attack offset self.deathstring = " was mauled by a Rottweiler\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 = DogCheckAttack; 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_jump = dog_leap1; self.th_jumpexit = dog_leap8; self.classtype = CT_MONDOG; self.classgroup = CG_DOG; self.classmove = MON_MOVEWALK; monster_start(); };