/*============================================================================== HUNTER OGRE ==============================================================================*/ $cd id1/models/hogre_c $origin 0 0 24 $base base $skin base // (000) Default stand $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 // (008) Walking $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 // (020) Walking (alternative) $frame walkB1 walkB2 walkB3 walkB4 walkB5 walkB6 walkB7 walkB8 $frame walkB9 walkB10 walkB11 walkB12 // (032) Running (classic pose) $frame run1 run2 run3 run4 run5 run6 run7 run8 // (040) Swing (sideways attack) $frame swing1 swing2 swing3 swing4 swing5 swing6 swing7 $frame swing8 swing9 swing10 swing11 swing12 swing13 swing14 // (054) Smash (Overarm attack) $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 $frame smash8 smash9 smash10 smash11 smash12 smash13 smash14 // (068) Thrust (Forward attack) $frame thrust1 thrust2 thrust3 thrust4 thrust5 thrust6 thrust7 thrust8 $frame thrust9 thrust10 thrust11 thrust12 thrust13 thrust14 // (082) Turret idle (Turret mode) $frame turidle1 turidle2 turidle3 turidle4 $frame turidle5 turidle6 turidle7 turidle8 // (090) Shoot (GL attack - chainsaw down) $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 // (098) Shootpain (turret mode) $frame turpainA1 turpainA2 turpainA3 turpainA4 turpainA5 // (103) Shoot (GL attack - chainsaw up) $frame shootB1 shootB2 shootB3 shootB4 shootB5 shootB6 shootB7 shootB8 // (111) painA - Quick backwards flex $frame painA1 painA2 painA3 painA4 painA5 // (116) painB - Stagger backwards $frame painB1 painB2 painB3 painB4 painB5 painB6 painB7 painB8 $frame painB9 painB10 painB11 painB12 painB13 // (129) painC - Fall down $frame painC1 painC2 painC3 painC4 painC5 painC6 painC7 painC8 $frame painC9 painC10 painC11 painC12 painC13 painC14 painC15 painC16 painC17 // (146) TurretWake (Turret mode) $frame turwake1 turwake2 turwake3 turwake4 // (150) TurretRelease (Turret mode) $frame turrel1 turrel2 turrel3 turrel4 // (154) deathSilly (comedy death) $frame deathS1 deathS2 deathS3 deathS4 deathS5 deathS6 deathS7 deathS8 $frame deathS9 deathS10 // (164) deathA (Forward) $frame deathA1 deathA2 deathA3 deathA4 deathA5 deathA6 deathA7 deathA8 $frame deathA9 deathA10 // (174) deathB (Backward) $frame deathB1 deathB2 deathB3 deathB4 deathB5 deathB6 deathB7 deathB8 $frame deathB9 deathB10 deathB11 deathB12 deathB13 deathB14 void(float soundtype) hogre_sound; //====================================================================== void() hogre_stand1 =[ $stand1, hogre_stand2 ] {monster_idle_sound(); ai_stand();}; void() hogre_stand2 =[ $stand2, hogre_stand3 ] {ai_stand();}; void() hogre_stand3 =[ $stand3, hogre_stand4 ] {ai_stand();}; void() hogre_stand4 =[ $stand4, hogre_stand5 ] {ai_stand();}; void() hogre_stand5 =[ $stand5, hogre_stand6 ] {ai_stand();}; void() hogre_stand6 =[ $stand6, hogre_stand7 ] {ai_stand();}; void() hogre_stand7 =[ $stand7, hogre_stand8 ] {ai_stand();}; void() hogre_stand8 =[ $stand8, hogre_stand1 ] {ai_stand();}; //====================================================================== void() hogre_walkB1 =[ $walkB1, hogre_walkB2 ] {ai_walk(4);}; void() hogre_walkB2 =[ $walkB2, hogre_walkB3 ] {ai_walk(6);}; void() hogre_walkB3 =[ $walkB3, hogre_walkB4 ] {monster_idle_sound(); ai_walk(6);}; void() hogre_walkB4 =[ $walkB4, hogre_walkB5 ] {ai_walk(4);}; void() hogre_walkB5 =[ $walkB5, hogre_walkB6 ] {monster_footstep(FALSE); ai_walk(0);}; void() hogre_walkB6 =[ $walkB6, hogre_walkB7 ] {ai_walk(0);}; void() hogre_walkB7 =[ $walkB7, hogre_walkB8 ] {ai_walk(6);}; void() hogre_walkB8 =[ $walkB8, hogre_walkB9 ] {ai_walk(7); hogre_sound(1);}; void() hogre_walkB9 =[ $walkB9, hogre_walkB10 ] {ai_walk(6);}; void() hogre_walkB10=[ $walkB10, hogre_walkB11 ] {ai_walk(2);}; void() hogre_walkB11=[ $walkB11, hogre_walkB12 ] {monster_footstep(FALSE);ai_walk(0);}; void() hogre_walkB12=[ $walkB12, hogre_walk1 ] {ai_walk(4);}; //====================================================================== void() hogre_walk1 =[ $walk1, hogre_walk2 ] {ai_walk(4);}; void() hogre_walk2 =[ $walk2, hogre_walk3 ] {ai_walk(4);}; void() hogre_walk3 =[ $walk3, hogre_walk4 ] {monster_idle_sound(); ai_walk(4);}; void() hogre_walk4 =[ $walk4, hogre_walk5 ] {ai_walk(4);}; void() hogre_walk5 =[ $walk5, hogre_walk6 ] {ai_walk(4);}; void() hogre_walk6 =[ $walk6, hogre_walk7 ] {monster_footstep(FALSE); ai_walk(4);}; void() hogre_walk7 =[ $walk7, hogre_walk8 ] {ai_walk(4);}; void() hogre_walk8 =[ $walk8, hogre_walk9 ] {ai_walk(4);}; void() hogre_walk9 =[ $walk9, hogre_walk10] {ai_walk(4); if (random() < 0.1) hogre_sound(1);}; void() hogre_walk10 =[ $walk10, hogre_walk11] {ai_walk(4);}; void() hogre_walk11 =[ $walk11, hogre_walk12] {ai_walk(3);}; void() hogre_walk12 =[ $walk12, hogre_walk1 ] {monster_footstep(FALSE); if (random() < 0.05) self.think = hogre_walkB1; // Alternative walk ai_walk(4);}; //====================================================================== void() hogre_run1 =[ $run1, hogre_run2 ] {monster_idle_sound(); ai_run(8);}; void() hogre_run2 =[ $run2, hogre_run3 ] {monster_footstep(FALSE); ai_run(13);}; void() hogre_run3 =[ $run3, hogre_run4 ] {ai_run(13);}; void() hogre_run4 =[ $run4, hogre_run5 ] {ai_run(13);}; void() hogre_run5 =[ $run5, hogre_run6 ] {ai_run(8);}; void() hogre_run6 =[ $run6, hogre_run7 ] {monster_footstep(FALSE); ai_run(16);}; void() hogre_run7 =[ $run7, hogre_run8 ] {ai_run(18);}; void() hogre_run8 =[ $run8, hogre_run1 ] {ai_run(13);}; /*====================================================================== chainsaw (use version in mon_ogre.qc) ======================================================================*/ void() hogre_swing1 =[ $swing1, hogre_swing2 ] {ai_charge(10);hogre_sound(2);}; void() hogre_swing2 =[ $swing2, hogre_swing3 ] {ai_charge(10);}; void() hogre_swing3 =[ $swing3, hogre_swing4 ] {ai_charge(6);}; void() hogre_swing4 =[ $swing4, hogre_swing5 ] {ai_charge(6);}; void() hogre_swing5 =[ $swing5, hogre_swing6 ] {ai_charge(7); chainsaw(0,1);self.angles_y = self.angles_y + random()*25;}; void() hogre_swing6 =[ $swing6, hogre_swing7 ] {ai_forward(7); chainsaw(200,1);self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing7 =[ $swing7, hogre_swing8 ] {ai_forward(4); chainsaw(0,1);monster_footstep(FALSE); self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing8 =[ $swing8, hogre_swing9 ] {ai_forward(4); chainsaw(0,1);self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing9 =[ $swing9, hogre_swing10 ] {ai_forward(4); chainsaw(0,1);self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing10=[ $swing10, hogre_swing11 ] {ai_forward(4); chainsaw(-200,1);self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing11=[ $swing11, hogre_swing12 ] {ai_forward(4); chainsaw(0,1);self.angles_y = self.angles_y + random()* 25;}; void() hogre_swing12=[ $swing12, hogre_swing13 ] {ai_face();}; void() hogre_swing13=[ $swing13, hogre_swing14 ] {ai_face();}; void() hogre_swing14=[ $swing14, hogre_run1 ] {ai_face();}; //---------------------------------------------------------------------- void() hogre_smash1 =[ $smash1, hogre_smash2 ] {ai_charge(9);hogre_sound(2);}; void() hogre_smash2 =[ $smash2, hogre_smash3 ] {ai_charge(9);}; void() hogre_smash3 =[ $smash3, hogre_smash4 ] {monster_footstep(FALSE); ai_charge(9);}; void() hogre_smash4 =[ $smash4, hogre_smash5 ] {ai_charge(12);}; void() hogre_smash5 =[ $smash5, hogre_smash6 ] {ai_charge(12);}; void() hogre_smash6 =[ $smash6, hogre_smash7 ] {ai_charge(5); chainsaw(0,1); monster_footstep(FALSE);}; void() hogre_smash7 =[ $smash7, hogre_smash8 ] {ai_charge(5); chainsaw(0,1);}; void() hogre_smash8 =[ $smash8, hogre_smash9 ] {ai_face(); chainsaw(0,1);}; void() hogre_smash9 =[ $smash9, hogre_smash10 ] {ai_face(); chainsaw(0,1);}; void() hogre_smash10=[ $smash10, hogre_smash11 ] {ai_face(); chainsaw(0,1);}; void() hogre_smash11=[ $smash11, hogre_smash12 ] {ai_face(); chainsaw(0,1); self.nextthink = self.nextthink + random()*0.2;}; // slight variation void() hogre_smash12=[ $smash12, hogre_smash13 ] {ai_face();}; void() hogre_smash13=[ $smash13, hogre_smash14 ] {ai_face();}; void() hogre_smash14=[ $smash14, hogre_run1 ] {ai_face();}; //---------------------------------------------------------------------- void() hogre_thrust1 =[ $thrust1, hogre_thrust2 ] {ai_charge(12);hogre_sound(2);}; void() hogre_thrust2 =[ $thrust2, hogre_thrust3 ] {ai_charge(12);}; void() hogre_thrust3 =[ $thrust3, hogre_thrust4 ] {ai_charge(15);}; void() hogre_thrust4 =[ $thrust4, hogre_thrust5 ] {ai_charge(7);}; void() hogre_thrust5 =[ $thrust5, hogre_thrust6 ] {ai_charge(14);monster_footstep(FALSE);}; void() hogre_thrust6 =[ $thrust6, hogre_thrust7 ] {ai_charge(13);chainsaw(0,2);}; void() hogre_thrust7 =[ $thrust7, hogre_thrust8 ] {ai_charge(15);chainsaw(0,1.75);}; void() hogre_thrust8 =[ $thrust8, hogre_thrust9 ] {ai_charge(11);chainsaw(0,1.5);}; void() hogre_thrust9 =[ $thrust9, hogre_thrust10 ] {ai_charge(11);chainsaw(0,1.25);}; void() hogre_thrust10 =[ $thrust10, hogre_thrust11 ] {ai_face();chainsaw(0,1);}; void() hogre_thrust11 =[ $thrust11, hogre_thrust12 ] {ai_face();chainsaw(0,1);}; void() hogre_thrust12 =[ $thrust12, hogre_thrust13 ] {ai_face();}; void() hogre_thrust13 =[ $thrust13, hogre_thrust14 ] {ai_face();}; void() hogre_thrust14 =[ $thrust14, hogre_run1 ] {ai_face();}; //---------------------------------------------------------------------- void() hogre_melee = { self.lip = random(); if (self.lip < 0.2 && skill > SKILL_NORMAL) hogre_thrust1(); else if (self.lip < 0.4) hogre_smash1(); else hogre_swing1(); }; /*====================================================================== OgreFireGrenade (use version in mon_ogre.qc) ======================================================================*/ void() hogre_shoot1 =[ $shootB1, hogre_shoot2 ] {ai_face(); MonsterGrenadeSound(); self.attack_speed = MonsterGrenadeSpeed(); self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, self.attack_speed); }; void() hogre_shoot2 =[ $shootB2, hogre_shoot3 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed); }; void() hogre_shoot3 =[ $shootB3, hogre_shoot4 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed); }; void() hogre_shoot4 =[ $shootB4, hogre_shoot5 ] {ai_face(); MonsterFireGrenade(self.origin, self.enemy.origin);}; void() hogre_shoot5 =[ $shootB5, hogre_shoot6 ] {ai_face();}; void() hogre_shoot6 =[ $shootB6, hogre_shoot7 ] {ai_face();}; void() hogre_shoot7 =[ $shootB7, hogre_run1 ] {ai_face();}; //====================================================================== // painA - Quick backwards flex //---------------------------------------------------------------------- void() hogre_painA1 =[ $painA1, hogre_painA2 ] {}; void() hogre_painA2 =[ $painA2, hogre_painA3 ] {}; void() hogre_painA3 =[ $painA3, hogre_painA4 ] {}; void() hogre_painA4 =[ $painA4, hogre_painA5 ] {}; void() hogre_painA5 =[ $painA5, hogre_run1 ] {}; //---------------------------------------------------------------------- // painB - Stagger backwards //---------------------------------------------------------------------- void() hogre_painB1 =[ $painB1, hogre_painB2 ] {ai_pain(7);}; void() hogre_painB2 =[ $painB2, hogre_painB3 ] {ai_pain(5);}; void() hogre_painB3 =[ $painB3, hogre_painB4 ] {}; void() hogre_painB4 =[ $painB4, hogre_painB5 ] {monster_footstep(FALSE); }; void() hogre_painB5 =[ $painB5, hogre_painB6 ] {}; void() hogre_painB6 =[ $painB6, hogre_painB7 ] {ai_forward(2);}; void() hogre_painB7 =[ $painB7, hogre_painB8 ] {ai_forward(2);}; void() hogre_painB8 =[ $painB8, hogre_painB9 ] {ai_forward(2);}; void() hogre_painB9 =[ $painB9, hogre_painB10 ] {ai_forward(2);}; void() hogre_painB10 =[ $painB10, hogre_painB11 ] {ai_forward(2);}; void() hogre_painB11 =[ $painB11, hogre_painB12 ] {ai_forward(2);}; void() hogre_painB12 =[ $painB12, hogre_painB13 ] {ai_forward(2);}; void() hogre_painB13 =[ $painB13, hogre_run1 ] {monster_footstep(FALSE); ai_forward(2);}; //---------------------------------------------------------------------- // painC - Fall down //---------------------------------------------------------------------- void() hogre_painC1 =[ $painC1, hogre_painC2 ] {ai_pain(5);}; void() hogre_painC2 =[ $painC2, hogre_painC3 ] {ai_pain(2);}; void() hogre_painC3 =[ $painC3, hogre_painC4 ] {}; void() hogre_painC4 =[ $painC4, hogre_painC5 ] {}; void() hogre_painC5 =[ $painC5, hogre_painC6 ] {hogre_sound(3);}; // Ogre hits floor void() hogre_painC6 =[ $painC6, hogre_painC7 ] {}; void() hogre_painC7 =[ $painC7, hogre_painC8 ] {}; void() hogre_painC8 =[ $painC8, hogre_painC9 ] {}; void() hogre_painC9 =[ $painC9, hogre_painC10 ] {}; void() hogre_painC10=[ $painC10, hogre_painC11 ] {monster_footstep(FALSE);}; void() hogre_painC11=[ $painC11, hogre_painC12 ] {}; void() hogre_painC12=[ $painC12, hogre_painC13 ] {}; void() hogre_painC13=[ $painC13, hogre_painC14 ] {monster_footstep(FALSE);ai_forward(3);}; void() hogre_painC14=[ $painC14, hogre_painC15 ] {ai_forward(4);}; void() hogre_painC15=[ $painC15, hogre_painC16 ] {ai_forward(4);}; void() hogre_painC16=[ $painC16, hogre_painC17 ] {ai_forward(5);}; void() hogre_painC17=[ $painC17, hogre_run1 ] {ai_forward(4);}; //====================================================================== void(entity inflictor, entity attacker, float damage) hogre_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) { // Randomly pick which pain animation to play self.lip = random(); if (self.lip < 0.65) hogre_painA1 (); else if (self.lip < 0.85) { self.pain_finished = time + 2; // Stagger backwards hogre_painB1 (); } else { self.pain_finished = time + 2; // Fall on the floor hogre_painC1 (); } } if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.axhitme = 0; if (random() < 0.5) { self.pain_finished = time + 1.3; hogre_painC1 (); // Fall to ground } else { self.pain_finished = time + 1.7; hogre_painB1 (); // Stagger backwards } } } }; //---------------------------------------------------------------------- // (146 - 155) deathSilly (comedy death) //---------------------------------------------------------------------- void() hogre_dieS1 =[ $deathS1, hogre_dieS2 ] {ai_forward(14);}; void() hogre_dieS2 =[ $deathS2, hogre_dieS3 ] {monster_check_gib();ai_forward(14);}; void() hogre_dieS3 =[ $deathS3, hogre_dieS4 ] {monster_check_gib();ai_forward(3); self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); }; void() hogre_dieS4 =[ $deathS4, hogre_dieS5 ] {ai_forward(1);}; void() hogre_dieS5 =[ $deathS5, hogre_dieS6 ] {ai_forward(1);}; void() hogre_dieS6 =[ $deathS6, hogre_dieS7 ] {ai_forward(1);}; void() hogre_dieS7 =[ $deathS7, hogre_dieS8 ] {}; void() hogre_dieS8 =[ $deathS8, hogre_dieS9 ] {hogre_sound(3);}; // Chainsaw hits floor void() hogre_dieS9 =[ $deathS9, hogre_dieS10] {monster_death_postcheck();}; void() hogre_dieS10=[ $deathS10, hogre_dieS10] {monster_deadbody_check();}; //---------------------------------------------------------------------- // (156 - 165) deathA (Forward) //---------------------------------------------------------------------- void() hogre_dieA1 =[ $deathA1, hogre_dieA2 ] {ai_forward(14);}; void() hogre_dieA2 =[ $deathA2, hogre_dieA3 ] {monster_check_gib();ai_forward(14);}; void() hogre_dieA3 =[ $deathA3, hogre_dieA4 ] {monster_check_gib();ai_forward(3); self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); }; void() hogre_dieA4 =[ $deathA4, hogre_dieA5 ] {ai_forward(1);}; void() hogre_dieA5 =[ $deathA5, hogre_dieA6 ] {ai_forward(1);}; void() hogre_dieA6 =[ $deathA6, hogre_dieA7 ] {ai_forward(1);}; void() hogre_dieA7 =[ $deathA7, hogre_dieA8 ] {}; void() hogre_dieA8 =[ $deathA8, hogre_dieA9 ] {hogre_sound(3);}; // Chainsaw hits floor void() hogre_dieA9 =[ $deathA9, hogre_dieA10] {monster_death_postcheck();}; void() hogre_dieA10=[ $deathA10, hogre_dieA10] {monster_deadbody_check();}; //---------------------------------------------------------------------- // (166 - 179) deathB (Backward) //---------------------------------------------------------------------- void() hogre_dieB1 =[ $deathB1, hogre_dieB2 ] {ai_back(4);}; void() hogre_dieB2 =[ $deathB2, hogre_dieB3 ] {monster_check_gib();ai_back(10);}; void() hogre_dieB3 =[ $deathB3, hogre_dieB4 ] {monster_check_gib();ai_back(3); self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); }; void() hogre_dieB4 =[ $deathB4, hogre_dieB5 ] {ai_back(1);}; void() hogre_dieB5 =[ $deathB5, hogre_dieB6 ] {}; void() hogre_dieB6 =[ $deathB6, hogre_dieB7 ] {}; void() hogre_dieB7 =[ $deathB7, hogre_dieB8 ] {ai_back(1);}; void() hogre_dieB8 =[ $deathB8, hogre_dieB9 ] {ai_back(1);}; void() hogre_dieB9 =[ $deathB9, hogre_dieB10] {hogre_sound(3);}; // Chainsaw void() hogre_dieB10=[ $deathB10, hogre_dieB11] {}; void() hogre_dieB11=[ $deathB11, hogre_dieB12] {}; void() hogre_dieB12=[ $deathB12, hogre_dieB13] {}; void() hogre_dieB13=[ $deathB13, hogre_dieB14] {monster_death_postcheck();}; void() hogre_dieB14=[ $deathB14, hogre_dieB14] {monster_deadbody_check();}; //====================================================================== void() hogre_die = { // Pre-check routine to tidy up extra entities monster_death_precheck(); if (!self.gibbed) { sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM); self.lip = random(); if (self.lip < 0.05) hogre_dieS1(); else if (self.lip < 0.5) hogre_dieA1(); else hogre_dieB1(); } }; //============================================================================ void(float soundtype) hogre_sound = { if (soundtype == 1) sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); else if (soundtype == 2) sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); else if (soundtype == 3) sound (self, CHAN_WEAPON, GIB_SOUND_WOOD, 1, ATTN_NORM); else if (soundtype == 4) sound (self, CHAN_WEAPON, "ogre/ogleap.wav", 1, ATTN_NORM); }; //---------------------------------------------------------------------- // Special wakeup animation for attacking/breaking something infront // The monster should be setup facing the right direction before call // Starts in large overhead swing downwards (no damage checks) //---------------------------------------------------------------------- void() hogre_wakeup1a =[ $smash7, hogre_wakeup2a ] {monster_sightsound();}; void() hogre_wakeup2a =[ $smash6, hogre_wakeup3a ] {}; void() hogre_wakeup3a =[ $smash8, hogre_wakeup4a ] {}; void() hogre_wakeup4a =[ $smash9, hogre_wakeup5a ] {}; void() hogre_wakeup5a =[ $smash10, hogre_wakeup6a ] {}; void() hogre_wakeup6a =[ $smash11, hogre_wakeup7a ] {}; void() hogre_wakeup7a =[ $smash12, hogre_wakeup8a ] {}; void() hogre_wakeup8a =[ $smash13, hogre_wakeup9a ] {}; void() hogre_wakeup9a =[ $smash14, hogre_run1 ] {}; void() hogre_wakeup1b =[ $thrust7, hogre_wakeup2b ] {monster_sightsound();}; void() hogre_wakeup2b =[ $thrust6, hogre_wakeup3b ] {}; void() hogre_wakeup3b =[ $thrust8, hogre_wakeup4b ] {}; void() hogre_wakeup4b =[ $thrust9, hogre_wakeup5b ] {}; void() hogre_wakeup5b =[ $thrust10, hogre_wakeup6b ] {}; void() hogre_wakeup6b =[ $thrust11, hogre_wakeup7b ] {}; void() hogre_wakeup7b =[ $thrust12, hogre_wakeup8b ] {}; void() hogre_wakeup8b =[ $thrust13, hogre_wakeup9b ] {}; void() hogre_wakeup9b =[ $thrust14, hogre_run1 ] {}; void() hogre_wakeup1 = { if (random() < 0.7) hogre_wakeup1a(); // More over head swing than thrust else hogre_wakeup1b(); }; /*====================================================================== /*QUAKED monster_hogre (0.5 0.75 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hogre.mdl"); } Ogre, 200 health points. -------- KEYS -------- -------- SPAWNFLAGS -------- METAL : Chain mail metal armour and +100HP -------- NOTES -------- ======================================================================*/ void() monster_hogre = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_hogre.mdl"; // New Ogre Model self.headmdl = "progs/h_hogre.mdl"; self.gib1mdl = "progs/w_chainsaw.mdl"; // Chainsaw self.gib2mdl = "progs/gib_ogfoot1.mdl"; // Left foot self.gib3mdl = "progs/gib_ogfoot2.mdl"; // Right foot self.gib4mdl = "progs/w_ogregl.mdl"; // Grenade Launcher precache_model ("progs/ogre.mdl"); // Precache for upgrade precache_model ("progs/h_ogre.mdl"); // Load/Quickload need this precache_model (self.mdl); precache_model (self.headmdl); precache_model (MODEL_PROJ_GRENADE); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (self.gib3mdl); precache_model (self.gib4mdl); self.gib1sound = GIB_IMPACT_WOOD; // Random chance to switch GL for chainsaw if (random() < 0.5) self.gib1mdl = self.gib4mdl; self.gib4mdl = ""; self.idle_sound = "ogre/ogidle.wav"; precache_sound (self.idle_sound); self.idle_soundcom = "ogre/ogidle2.wav"; precache_sound (self.idle_soundcom); precache_sound ("ogre/ogdrag.wav"); // Chainsaw scrap on floor sound precache_sound ("ogre/ogdth.wav"); // Death sound self.pain_sound = "ogre/ogpain1.wav"; precache_sound (self.pain_sound); // Pain precache_sound ("ogre/ogsawatk.wav"); // Attack precache_sound ("ogre/ogleap.wav"); // Leap Attack self.sight_sound = "ogre/ogwake.wav"; precache_sound (self.sight_sound); self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement if (self.bboxtype < 1) self.bboxtype = BBOX_WIDE; self.gibhealth = -80; self.gibbed = FALSE; self.pain_flinch = 30; self.pain_longanim = TRUE; self.steptype = FS_TYPESLOW; self.meleerange = MONAI_MELEEOGRE; // Chainsaw range self.deathstring = " was blown up by an Ogre Hunter\n"; // Standard ogre health 200 with metal+ option if (self.health < 1) self.health = 200; if (self.spawnflags & MON_HOGRE_METAL) { self.health = self.health + MON_HOGRE_METUPG; self.skin = 1; } // Check for poisonous entity flag if (self.poisonous) { precache_poisongibs(); // precache gibs self.gibtype = GIBTYPE_POISON; // Poisonous blood trails precache_model (MODEL_PROJ_GRENADEGRN); } // Always reset Ammo Resistance to be consistent self.resist_shells = self.resist_nails = 0; self.resist_rockets = self.resist_cells = 0; self.th_checkattack = OgreCheckAttack; self.th_stand = hogre_stand1; self.th_walk = hogre_walk1; self.th_run = hogre_run1; self.th_die = hogre_die; self.th_melee = hogre_melee; self.th_missile = hogre_shoot1; self.th_pain = hogre_pain; self.th_wakeup = hogre_wakeup1; self.ammo_rockets = 2; self.classtype = CT_MONHOGRE; // new style hunter ogre self.classgroup = CG_OGRE; // One big happy ogre family! self.classmove = MON_MOVEWALK; monster_start(); };