/*============================================================================== SPIDER (Hexen2 model by Raven Software) ==============================================================================*/ $frame idle1 idle2 idle3 idle4 idle5 idle6 idle7 idle8 $frame idle9 idle10 idle11 idle12 idle13 $frame idleup1 idleup2 idleup3 idleup4 idleup5 idleup6 idleup7 idleup8 $frame idleup9 idleup10 idleup11 idleup12 idleup13 $frame drop1 drop2 drop3 drop4 drop5 drop6 $frame grow1 grow2 grow3 grow4 grow5 grow6 grow7 grow8 grow9 grow10 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16 // Lift spider up on to back legs $frame atkup1 atkup2 atkup3 atkup4 atkup5 atkup6 atkup7 atkup8 $frame atkup9 atkup10 atkup11 atkup12 // Forward attacking (looping) $frame atkloop1 atkloop2 atkloop3 atkloop4 atkloop5 atkloop6 atkloop7 atkloop8 $frame atkloop9 atkloop10 // Jumping up $frame jump1 jump2 jump3 jump4 jump5 jump6 jump7 jump8 $frame jump9 jump10 jump11 jump12 jump13 jump14 jump15 jump16 // on all legs (pain backwards) $frame paindown1 paindown2 paindown3 paindown4 paindown5 paindown6 paindown7 paindown8 $frame paindown9 paindown10 // On back legs (pain backwards) $frame painup1 painup2 painup3 painup4 painup5 painup6 painup7 painup8 // roll over death on back (looks odd) $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 death11 death12 death13 death14 death15 death16 $frame death17 death18 death19 death20 //====================================================================== void() spider_idle1 =[ $idle1, spider_idle2] {monster_idle_sound();ai_stand();}; void() spider_idle2 =[ $idle2, spider_idle3] {ai_stand();}; void() spider_idle3 =[ $idle3, spider_idle4] {ai_stand();}; void() spider_idle4 =[ $idle4, spider_idle5] {ai_stand();}; void() spider_idle5 =[ $idle5, spider_idle6] {ai_stand();}; void() spider_idle6 =[ $idle6, spider_idle7] {ai_stand();}; void() spider_idle7 =[ $idle7, spider_idle8] {ai_stand();}; void() spider_idle8 =[ $idle8, spider_idle9] {ai_stand();}; void() spider_idle9 =[ $idle9, spider_idle10] {ai_stand();}; void() spider_idle10 =[ $idle10, spider_idle11] {ai_stand();}; void() spider_idle11 =[ $idle11, spider_idle12] {ai_stand();}; void() spider_idle12 =[ $idle12, spider_idle13] {ai_stand();}; void() spider_idle13 =[ $idle13, spider_idle1] {ai_stand();}; //====================================================================== void() spider_walk1 =[ $walk1, spider_walk2] {monster_idle_sound();ai_walk(4);}; void() spider_walk2 =[ $walk3, spider_walk3] {monster_footstep(FALSE); ai_walk(3);}; void() spider_walk3 =[ $walk5, spider_walk4] {ai_walk(4);}; void() spider_walk4 =[ $walk7, spider_walk5] {ai_walk(5);}; void() spider_walk5 =[ $walk9, spider_walk6] {ai_walk(4);}; void() spider_walk6 =[ $walk11, spider_walk7] {monster_footstep(FALSE); ai_walk(3);}; void() spider_walk7 =[ $walk13, spider_walk8] {ai_walk(4);}; void() spider_walk8 =[ $walk15, spider_walk1] {ai_walk(5);}; //====================================================================== void() spider_runpause = { // Do nothing is not to fight or dead if (!self.enemy) return; if (self.health < 1) return; if (self.jump_flag < time) self.th_run(); // Is the enemy too close? no more pausing, fight! self.enemydist = range_distance(self.enemy, FALSE); if (self.enemydist < MONAI_RUNPAUSE) self.th_run(); }; //---------------------------------------------------------------------- void() spider_runp1 =[ $idle1, spider_runp2 ] {spider_runpause();}; void() spider_runp2 =[ $idle2, spider_runp3 ] {spider_runpause();}; void() spider_runp3 =[ $idle3, spider_runp4 ] {spider_runpause();}; void() spider_runp4 =[ $idle4, spider_runp5 ] {spider_runpause();}; void() spider_runp5 =[ $idle5, spider_runp6 ] {spider_runpause();}; void() spider_runp6 =[ $idle6, spider_runp7 ] {spider_runpause();}; void() spider_runp7 =[ $idle7, spider_runp8 ] {spider_runpause();}; void() spider_runp8 =[ $idle8, spider_runp9 ] {spider_runpause();}; void() spider_runp9 =[ $idle9, spider_runp10 ] {spider_runpause();}; void() spider_runp10 =[ $idle10,spider_runp11 ] {spider_runpause();}; void() spider_runp11 =[ $idle11,spider_runp12 ] {spider_runpause();}; void() spider_runp12 =[ $idle12,spider_runp13 ] {spider_runpause();}; void() spider_runp13 =[ $idle13,spider_runp1 ] {spider_runpause();}; //---------------------------------------------------------------------- void(float dist) spider_checkpause = { // Do nothing is not to fight or dead if (!self.enemy) return; if (self.health < 1) return; // make spider run in bursts of speed (reset every run animation cycle) self.movespeed = self.movespeed + 1; // Do run code to check for enemies ai_run(dist + self.movespeed); // Check if target is too close? if (self.enemydist < MONAI_RUNPAUSE) return; // Random chance to stop and pause running if (self.movespeed > 7 && random() < 0.2) { self.jump_flag = time + random(); self.think = spider_runp1; } }; //---------------------------------------------------------------------- void() spider_run1 =[ $walk1, spider_run2 ] {self.movespeed = 0; monster_idle_sound();spider_checkpause(8);}; void() spider_run2 =[ $walk3, spider_run3 ] {monster_footstep(FALSE); spider_checkpause(6);}; void() spider_run3 =[ $walk5, spider_run4 ] {spider_checkpause(8);}; void() spider_run4 =[ $walk7, spider_run5 ] {spider_checkpause(10);}; void() spider_run5 =[ $walk9, spider_run6 ] {spider_checkpause(8);}; void() spider_run6 =[ $walk11, spider_run7 ] {monster_footstep(FALSE); spider_checkpause(6);}; void() spider_run7 =[ $walk13, spider_run8 ] {spider_checkpause(8);}; void() spider_run8 =[ $walk15, spider_run1 ] {spider_checkpause(10);}; //====================================================================== void() spider_slide1 =[ $walk1, spider_slide2 ] {ai_run_slide(6); monster_idle_sound();}; void() spider_slide2 =[ $walk3, spider_slide3 ] {ai_run_slide(4);}; void() spider_slide3 =[ $walk5, spider_slide4 ] {ai_run_slide(6);}; void() spider_slide4 =[ $walk7, spider_slide5 ] {ai_run_slide(4);}; void() spider_slide5 =[ $walk9, spider_slide6 ] {ai_run_slide(6);}; void() spider_slide6 =[ $walk11, spider_slide7 ] {ai_run_slide(4);}; void() spider_slide7 =[ $walk13, spider_slide8 ] {ai_run_slide(6);}; void() spider_slide8 =[ $walk15, spider_run1 ] {ai_run(4);}; //====================================================================== // SPIDER 2 - ACID SPIT FUNCTIONS (range) //====================================================================== void(float sideang) spider_spitacid = { local vector org, ang, dir, avel; if (!self.enemy) return; if (self.health < 1) return; // Flash effect to show where bolt is coming from self.effects = self.effects | EF_MUZZLEFLASH; if (sideang < 0) sound (self, CHAN_WEAPON, "spider/hiss2.wav", 1, ATTN_NORM); makevectors (self.angles); org = self.origin + attack_vector(self.attack_offset); // Create elevation angle and use makevectors to create projectile direction ang = vectoangles(self.enemy.origin - org); ang_x = -self.attack_elev; // Negative = upwards angle makevectors (ang); // fire spit in arc pattern (sideang) dir = (v_forward + v_right * sideang) * SPEED_SPIDER; avel = vecrand(100,200,FALSE); Launch_Grenade(org, dir, avel, CT_PROJ_SPID); }; //---------------------------------------------------------------------- void() spider_spit1 =[ $atkup1, spider_spit2 ] {ai_face();}; void() spider_spit2 =[ $atkup5, spider_spit3 ] {ai_face();}; void() spider_spit3 =[ $atkup7, spider_spit4 ] {ai_face();}; void() spider_spit4 =[ $atkup9, spider_spit5 ] {ai_face();}; void() spider_spit5 =[ $atkup11, spider_spit6 ] {ai_face(); self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, SPEED_SPIDER); }; void() spider_spit6 =[ $atkloop1, spider_spit7 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_SPIDER); }; void() spider_spit7 =[ $atkloop3, spider_spit8 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_SPIDER); }; void() spider_spit8 = [ $atkloop5, spider_spit9 ] {spider_spitacid(-0.1);}; void() spider_spit9 = [ $atkloop7, spider_spit10 ] {spider_spitacid(0);}; void() spider_spit10 =[ $atkloop9, spider_spit11 ] {spider_spitacid(0.1);}; void() spider_spit11 =[ $atkup7, spider_spit12] {}; void() spider_spit12 =[ $atkup5, spider_run1 ] {}; //====================================================================== // BITE - Both spider types can bite if within range //====================================================================== void() spider_melee = { 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_MELEESPIDER)) return; // Too far away // Can the target bleed? if (!self.enemy.takedamage) return; if (random() < 0.5) sound(self, CHAN_WEAPON, "spider/attackmunch.wav", TRUE, TRUE); else sound(self, CHAN_WEAPON, "spider/attacktear.wav", TRUE, TRUE); // Spider bite (damage 1-9) is very weak ldmg = (random() + random() + random()) * 3; if (ldmg < 1) ldmg = 1; T_Damage (self.enemy, self, self, ldmg, DAMARMOR); // Check for poisonous attribute (generally green spider) if (self.poisonous) PoisonDeBuff(self.enemy); // Spawn blood at mouth of spider spawn_touchblood (self, self.enemy, ldmg*3); }; //---------------------------------------------------------------------- void() spider_bite1 = [ $atkup1, spider_bite2 ] {ai_face();}; void() spider_bite2 = [ $atkup5, spider_bite3 ] {ai_face();}; void() spider_bite3 = [ $atkup7, spider_bite4 ] {ai_face();}; void() spider_bite4 = [ $atkup9, spider_bite5 ] {ai_face();}; void() spider_bite5 = [ $atkup11, spider_bite6 ] {ai_face();}; // Start bite attack loop void() spider_bite6 = [ $atkloop1, spider_bite7 ] {ai_face();}; void() spider_bite7=[ $atkloop3, spider_bite8 ] {ai_face();}; void() spider_bite8 = [ $atkloop5, spider_bite9 ] {spider_melee();}; void() spider_bite9 = [ $atkloop7, spider_bite10 ] {}; void() spider_bite10 = [ $atkloop9, spider_bite11 ] { if (ai_checkmelee(MONAI_MELEESPIDER) && self.enemy.health > 0 && self.health > 0) self.think = spider_bite6;}; // Exit bite attack loop void() spider_bite11 = [ $atkup7, spider_bite12 ] {}; void() spider_bite12 = [ $atkup5, spider_run1 ] {}; //============================================================================ // SPIDER 1 - JUMP FUNCTION (range) //============================================================================ void() Spider_JumpTouch = { local float ldmg; if (self.health <= 0) 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 self.jumptouch = other; // Keep track of touch target // Do not damage other spiders with jump attacks // Prevents packs from killing themselves if (self.classtype != other.classtype && other.takedamage) { if ( vlen(self.velocity) > 300 ) { ldmg = 5 + 5*random(); T_Damage (other, self, self, ldmg, DAMARMOR); // Spawn some touch blood (no explicit direction) spawn_touchblood (self.enemy, self.enemy, ldmg*3); } } // Is the spider floating in the air? if (!checkbottom(self)) { // Is the spider 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() spider_leap1 =[ $jump1, spider_leap2 ] {ai_face(); self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much monster_idle_sound(); }; void() spider_leap2 =[ $jump3, spider_leap3 ] {ai_face();}; void() spider_leap3 =[ $jump5, spider_leap4 ] { ai_face(); self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much self.touch = Spider_JumpTouch; makevectors (self.angles); self.velocity = v_forward * MONAI_JUMPSPIDERDIST + '0 0 200'; self.origin_z = self.origin_z + 4; self.flags = self.flags - (self.flags & FL_ONGROUND); self.oldorigin = self.origin; }; void() spider_leap4 =[ $jump7, spider_leap5 ] {}; void() spider_leap5 =[ $jump8, spider_leap6 ] {}; void() spider_leap6 =[ $jump9, spider_leap7 ] {}; void() spider_leap7 =[ $jump10, spider_leap8 ] { // Double check monster is still falling? if (CheckZeroVector(self.velocity) || self.oldorigin == self.origin) { self.ideal_yaw = random() * 360; //random jump angle self.think = spider_leap3; } self.oldorigin = self.origin; }; //---------------------------------------------------------------------- void() spider_leap8 =[ $jump11, spider_leap9] {monster_footstep(FALSE);}; void() spider_leap9 =[ $jump13, spider_leap10] {monster_footstep(FALSE);}; void() spider_leap10 =[ $jump15, spider_run1] {ai_resetangles();}; //====================================================================== // CEILING SPIDERS - Idle/Drop/Touch/Land functions //====================================================================== void() spider_idleup1 =[ $idleup1, spider_idleup2 ] {monster_idle_sound();ai_stand();}; void() spider_idleup2 =[ $idleup2, spider_idleup3 ] {ai_stand();}; void() spider_idleup3 =[ $idleup3, spider_idleup4 ] {ai_stand();}; void() spider_idleup4 =[ $idleup4, spider_idleup5 ] {ai_stand();}; void() spider_idleup5 =[ $idleup5, spider_idleup6 ] {ai_stand();}; void() spider_idleup6 =[ $idleup6, spider_idleup7 ] {ai_stand();}; void() spider_idleup7 =[ $idleup7, spider_idleup8 ] {ai_stand();}; void() spider_idleup8 =[ $idleup8, spider_idleup9 ] {ai_stand();}; void() spider_idleup9 =[ $idleup9, spider_idleup10 ] {ai_stand();}; void() spider_idleup10 =[ $idleup10, spider_idleup11 ] {ai_stand();}; void() spider_idleup11 =[ $idleup11, spider_idleup12 ] {ai_stand();}; void() spider_idleup12 =[ $idleup12, spider_idleup13 ] {ai_stand();}; void() spider_idleup13 =[ $idleup13, spider_idleup1 ] {ai_stand();}; //---------------------------------------------------------------------- void() spider_droptouch = { // Check if landed on something that is not the ground? if (!checkbottom(self)) { // Is the spider standing on something? if (self.flags & FL_ONGROUND) { self.flags = self.flags - FL_ONGROUND; self.origin_z = self.origin_z + 8; setorigin(self, self.origin); // raise up self.attack_timer = time + 1; // reset timer makevectors (self.angles); self.velocity = v_forward * 100 + '0 0 200'; } return; } // No more flying, back to running self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setsize(self, self.bbmins, self.bbmaxs); // Reset view offset (based on bbox height) self.view_ofs = '0 0 0'; self.view_ofs_z = self.maxs_z*0.5; self.touch = SUB_Null; // No more jump touching FoundHuntTarget(TRUE); // Setup goals and warn other monsters if (self.enemy.flags & FL_CLIENT) monster_sightsound(); // Restore all think state functions (spider is off the ceiling) self.th_stand = spider_idle1; self.th_walk = spider_walk1; self.th_run = spider_run1; self.th_slide = spider_slide1; self.th_melee = spider_bite1; // Spider 1 and 2 have different range attacks if (self.spawnflags & MON_SPIDER_LARGE) self.th_missile = spider_spit1; else self.th_jump = spider_leap1; // Back to running or standing around! if (!self.enemy) self.think = self.th_stand; else self.think = self.th_run; self.nextthink = time + 0.1; }; //---------------------------------------------------------------------- void() spider_drop1 =[ $drop1, spider_drop2 ] {}; void() spider_drop2 =[ $drop2, spider_drop3 ] {}; void() spider_drop3 =[ $drop3, spider_drop4 ] {}; void() spider_drop4 =[ $drop4, spider_drop5 ] {}; void() spider_drop5 =[ $drop5, spider_drop6 ] {}; void() spider_drop6 =[ $drop6, spider_drop6 ] { if (self.attack_timer < time || self.velocity_z == 0) spider_droptouch(); }; //---------------------------------------------------------------------------- void() spider_wakeup = { // Dead already? if (self.health < 1) return; // Only call wakeup function once self.th_walk = self.th_run = self.th_slide = SUB_Null; // No longer need cling to ceiling spawnflag, remove it self.spawnflags = self.spawnflags - (self.spawnflags & MON_SPIDER_CEILING); self.flags = FL_MONSTER; // reset flags if (engine == ENG_FITZ) self.origin_z = self.origin_z - 8; else self.origin_z = self.origin_z - 32; // Unstick from ceiling setorigin(self, self.origin); // Move down slightly self.movetype = MOVETYPE_TOSS; // Affected by gravity self.solid = SOLID_SLIDEBOX; self.attack_timer = time + 1; // Stuck timer self.classmove = MON_MOVEWALK; // Back to walking/running self.pain_finished = time + 1.5; // No pain SUB_AttackFinished(2 + random()); // No attacking makevectors (self.angles); // Move towards face direction self.velocity = v_forward * 50; // Slight nudge forward self.touch = spider_droptouch; // Touch something? if (!self.jump_flag) self.jump_flag = time + 1 + random()*2; // Don't jump straight away spider_drop1(); // Turn around, cat tricks! }; //====================================================================== // MINION - Grow and spin up from nothing //====================================================================== void() spider_growangle = {self.angles_y = self.angles_y + self.lefty;}; void() spider_grow1 = [ $grow1, spider_grow2 ] {}; void() spider_grow2 = [ $grow2, spider_grow3 ] {spider_growangle();}; void() spider_grow3 = [ $grow3, spider_grow4 ] {spider_growangle();}; void() spider_grow4 = [ $grow4, spider_grow5 ] {spider_growangle();}; void() spider_grow5 = [ $grow5, spider_grow6 ] {spider_growangle();}; void() spider_grow6 = [ $grow6, spider_grow7 ] {spider_growangle();}; void() spider_grow7 = [ $grow7, spider_grow8 ] {spider_growangle();}; void() spider_grow8 = [ $grow8, spider_grow9 ] {spider_growangle();}; void() spider_grow9 = [ $grow9, spider_grow10] {spider_growangle();}; void() spider_grow10= [ $grow10, spider_run1 ] { // Is the spider stuck? cannot move? if (pointcontents(self.origin) == CONTENT_SOLID) { // Time to die! self.health = self.gibhealth; Killed(self, self); } else { // Finally spin back to original position self.angles_y = self.angles_y + self.lefty; // Setup goals and warn other monsters FoundHuntTarget(TRUE); // Restore all think state functions self.th_stand = spider_idle1; self.th_walk = spider_walk1; self.th_run = spider_run1; self.th_slide = spider_slide1; self.th_melee = spider_bite1; // Spider 1 and 2 have different range attacks if (self.spawnflags & MON_SPIDER_LARGE) self.th_missile = spider_spit1; else { self.th_jump = spider_leap1; self.th_jumpexit = spider_leap9; } } }; //---------------------------------------------------------------------------- void() spider_grow = { // Only call wakeup function once self.th_stand = self.th_walk = self.th_run = SUB_Null; if (random() < 0.5) self.lefty = 36; else self.lefty = -36; monster_sightsound(); spider_grow1(); }; //============================================================================ void() spider_paind1 =[ $paindown1, spider_paind2 ] {}; void() spider_paind2 =[ $paindown3, spider_paind3 ] {}; void() spider_paind3 =[ $paindown5, spider_paind4 ] {}; void() spider_paind4 =[ $paindown7, spider_paind5 ] {}; void() spider_paind5 =[ $paindown9, spider_run1 ] {}; //---------------------------------------------------------------------------- // Front legs up (in melee or missile attack) void() spider_painu1 =[ $painup1, spider_painu2 ] {}; void() spider_painu2 =[ $painup3, spider_painu3 ] {}; void() spider_painu3 =[ $painup5, spider_painu4 ] {}; void() spider_painu4 =[ $painup6, spider_run1 ] {}; //---------------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) spider_pain = { // Has the spider been hit while on the ceiling? if (self.spawnflags & MON_SPIDER_CEILING) { self.pain_finished = time + 1; spider_wakeup(); 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) { if (random() < 0.5) sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); else sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM); self.pain_finished = time + 1; if (self.pain_check == 1 || self.pain_check == 2) { if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.pain_finished = time + 0.4; self.axhitme = 0; } // Different types of pain animations based on current attack if ( self.frame > $atkup8 && self.frame < $atkloop10 ) spider_painu1(); else spider_paind1(); } } }; //============================================================================ void() spider_die1 =[ $death1, spider_die2 ] {}; void() spider_die2 =[ $death3, spider_die3 ] {monster_check_gib();}; void() spider_die3 =[ $death5, spider_die4 ] {monster_check_gib(); self.solid = SOLID_NOT;}; void() spider_die4 =[ $death7, spider_die5 ] {}; void() spider_die5 =[ $death9, spider_die6 ] {}; void() spider_die6 =[ $death11, spider_die7 ] {}; void() spider_die7 =[ $death13, spider_die8 ] {}; void() spider_die8 =[ $death15, spider_die9 ] {}; void() spider_die9 =[ $death17, spider_die10] {monster_death_postcheck();}; void() spider_die10 =[ $death19, spider_die10] {monster_deadbody_check();}; //---------------------------------------------------------------------------- void() spider_die = { // Spiders are small, gibs don't bounce far self.max_health = MON_NOGIBVELOCITY; // Has the spider died while on the ceiling? if (self.spawnflags & MON_SPIDER_CEILING) self.gibondeath = TRUE; // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "spider/death1.wav", 1, ATTN_NORM); spider_die1(); } }; /*====================================================================== /*QUAKED monster_spider (1 0 0) (-16 -16 -24) (16 16 24) Ambush ======================================================================*/ void() setup_spider; void() monster_spider = { if (deathmatch) { remove(self); return; } if (self.spawnflags & MON_SPIDER_LARGE) { self.mdl = "progs/mon_spiderg.mdl"; self.headmdl = "progs/h_spiderg.mdl"; // Front Jaws self.gib1mdl = "progs/gib_spidlegg.mdl"; // Single Leg self.gib2mdl = "progs/gib_spidbodyg.mdl"; // Back Body precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (MODEL_PROJ_SPID); // Spit Projectile } if (!(self.spawnflags & MON_SPIDER_LARGE) || self.classtype == CT_CACHESPIDER) { self.mdl = "progs/mon_spiderb.mdl"; self.headmdl = "progs/h_spiderb.mdl"; // Front Jaws self.gib1mdl = "progs/gib_spidlegb.mdl"; // Single Leg self.gib2mdl = "progs/gib_spidbodyb.mdl"; // Back Body precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); } // Head/Body and Special GIB models self.gib1frame = 9; // IDLE/COMBAT and SIGHT sounds self.idle_sound = "spider/idle1.wav"; self.idle_sound2 = "spider/hiss2.wav"; self.idle_soundcom = "spider/idle1.wav"; self.idle_soundcom2 = "spider/hiss3.wav"; precache_sound (self.idle_sound); precache_sound (self.idle_sound2); precache_sound (self.idle_soundcom); precache_sound (self.idle_soundcom2); // death/pain/attack sounds precache_sound("spider/death1.wav"); self.pain_sound = "spider/pain1.wav"; self.pain_sound2 = "spider/pain2.wav"; precache_sound(self.pain_sound); precache_sound(self.pain_sound2); precache_sound("spider/miss.wav"); precache_sound("spider/attackmunch.wav"); precache_sound("spider/attacktear.wav"); precache_sound("spider/jumpland.wav"); self.sight_sound = "spider/hiss1.wav"; precache_sound (self.sight_sound); // Cache spider is a special class sed for precache only if (self.classtype != CT_CACHESPIDER) setup_spider(); }; //---------------------------------------------------------------------------- void() monster_wraithminion = { self.classtype = CT_CACHESPIDER; self.spawnflags = MON_SPIDER_LARGE; // Precache both spiders monster_spider(); }; //---------------------------------------------------------------------------- void() setup_spider = { self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement if (self.bboxtype < 1) self.bboxtype = BBOX_TINY; self.gibbed = FALSE; self.pain_flinch = 10; // Always flinch self.steptype = FS_TYPELIGHT; self.pain_longanim = TRUE; // can be chopped with shadow axe self.blockudeath = TRUE; // No humanoid death sound self.meleeoffset = '24 0 20'; // Bite attack offset self.attack_offset = '14 0 8'; // Used by green spider, at jaws self.movespeed = 1; // Can never be a turret self.deathstring = " was bitten by a Spider\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 = SpiderCheckAttack; self.th_pain = spider_pain; self.th_die = spider_die; if(!self.classtype) self.classtype = CT_MONSPIDER; self.classgroup = CG_SPIDER; self.classmove = MON_MOVEWALK; // Setup green/brown spider difference if (self.spawnflags & MON_SPIDER_LARGE) { if (self.health < 1) self.health = 75; self.gibhealth = -25; self.poisonous = TRUE; // Always poisonous self.th_missile = spider_spit1; } else { if (self.health < 1) self.health = 30; self.gibhealth = -20; self.poisonous = FALSE; // Large only are poisonous self.th_jump = spider_leap1; self.th_jumpexit = spider_leap9; } //---------------------------------------------------------------------- // Ceiling spiders have special idle animation (rotated) // and need to let go of the ceiling before resuming any // normal behaviour (most think functions are intercepted) //---------------------------------------------------------------------- if (self.spawnflags & MON_SPIDER_CEILING) { self.th_stand = self.th_walk = spider_idleup1; self.th_run = self.th_slide = spider_wakeup; self.th_melee = self.th_missile = self.th_jump = spider_wakeup; // th_pain and th_die functions understand ceiling spiders } // Special spawning minion need to start spinning else if (self.classtype == CT_MINIONSPIDER) { self.th_stand = self.th_walk = self.th_run = spider_grow; self.th_melee = self.th_slide = SUB_Null; self.th_missile = self.th_jump = SUB_Null; } // Default spider behaviour functions else { self.th_stand = spider_idle1; self.th_walk = spider_walk1; self.th_run = spider_run1; self.th_melee = spider_bite1; self.th_slide = spider_slide1; } monster_start(); }; //---------------------------------------------------------------------------- // A code way to spawn spiders (requires monster_spiderspawn entity) //---------------------------------------------------------------------------- void(vector minion_org, entity minion_targ) minion_spider = { local entity minion; // Check if there is space to spawn entity if (entity_pcontent(minion_org)) return; update_minioncount(self.owner, 1); // Update spawn counters minion = spawn(); minion.classname = "monster_spider"; // For function searching setorigin(minion, minion_org); // Move to new location minion.owner = self.owner; // Spawner Parent Link self.owner = minion; // Stop gibs interacting with minion minion.effects = minion.flags = 0; // make sure are blank minion.gibondeath = 1; // Always gib on death minion.classtype = CT_MINIONSPIDER; // Special minion class minion.enemy = minion_targ; // Target to attack minion.minion_active = TRUE; // Minion flag minion.bodyfadeaway = TRUE; // Get rid of body if (random() < 0.2) minion.spawnflags = MON_SPIDER_LARGE; else minion.spawnflags = 0; if (minion.spawnflags & MON_SPIDER_LARGE) { minion.mdl = "progs/mon_spiderg.mdl"; minion.headmdl = "progs/h_spiderg.mdl"; // Front Jaws minion.gib1mdl = "progs/gib_spidlegg.mdl"; // Single Leg minion.gib2mdl = "progs/gib_spidbodyg.mdl"; // Back Body } else { minion.mdl = "progs/mon_spiderb.mdl"; minion.headmdl = "progs/h_spiderb.mdl"; // Front Jaws minion.gib1mdl = "progs/gib_spidlegb.mdl"; // Single Leg minion.gib2mdl = "progs/gib_spidbodyb.mdl"; // Back Body } minion.gib1frame = 9; minion.idle_sound = "spider/idle1.wav"; minion.idle_sound2 = "spider/hiss2.wav"; minion.idle_soundcom = "spider/idle1.wav"; minion.idle_soundcom2 = "spider/hiss3.wav"; minion.sight_sound = "spider/hiss1.wav"; minion.pain_sound = "spider/pain1.wav"; minion.pain_sound2 = "spider/pain2.wav"; minion.nextthink = time + 0.01; minion.think = setup_spider; };