/*============================================================================== SOLDIER / PLAYER ==============================================================================*/ $cd id1/models/soldier3 $origin 0 -6 24 $base base $skin skin $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 $frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 $frame painb11 painb12 painb13 painb14 $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 $frame painc11 painc12 painc13 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9 $frame walk_1 walk_2 walk_3 walk_4 walk_5 walk_6 walk_7 walk_8 $frame walk_9 walk_10 walk_11 walk_12 walk_13 walk_14 walk_15 walk_16 $frame walk_17 walk_18 walk_19 walk_20 walk_21 walk_22 walk_23 walk_24 void() army_fire; //====================================================================== void() army_stand1 =[ $stand1, army_stand2 ] {monster_idle_sound(); ai_stand();}; void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();}; void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();}; void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();}; void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();}; void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();}; void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();}; void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();}; //====================================================================== void() army_walk1 =[ $walk_1, army_walk2 ] {monster_footstep(FALSE);ai_walk(1);}; void() army_walk2 =[ $walk_2, army_walk3 ] {monster_idle_sound();ai_walk(1);}; void() army_walk3 =[ $walk_3, army_walk4 ] {ai_walk(1);}; void() army_walk4 =[ $walk_4, army_walk5 ] {ai_walk(1);}; void() army_walk5 =[ $walk_5, army_walk6 ] {ai_walk(2);}; void() army_walk6 =[ $walk_6, army_walk7 ] {ai_walk(3);}; void() army_walk7 =[ $walk_7, army_walk8 ] {ai_walk(4);}; void() army_walk8 =[ $walk_8, army_walk9 ] {ai_walk(4);}; void() army_walk9 =[ $walk_9, army_walk10 ] {ai_walk(2);}; void() army_walk10 =[ $walk_10, army_walk11 ] {ai_walk(2);}; void() army_walk11 =[ $walk_11, army_walk12 ] {ai_walk(2);}; void() army_walk12 =[ $walk_12, army_walk13 ] {monster_footstep(FALSE);ai_walk(1);}; void() army_walk13 =[ $walk_13, army_walk14 ] {ai_walk(0);}; void() army_walk14 =[ $walk_14, army_walk15 ] {ai_walk(1);}; void() army_walk15 =[ $walk_15, army_walk16 ] {ai_walk(1);}; void() army_walk16 =[ $walk_16, army_walk17 ] {ai_walk(1);}; void() army_walk17 =[ $walk_17, army_walk18 ] {ai_walk(3);}; void() army_walk18 =[ $walk_18, army_walk19 ] {ai_walk(3);}; void() army_walk19 =[ $walk_19, army_walk20 ] {ai_walk(3);}; void() army_walk20 =[ $walk_20, army_walk21 ] {ai_walk(3);}; void() army_walk21 =[ $walk_21, army_walk22 ] {ai_walk(2);}; void() army_walk22 =[ $walk_22, army_walk23 ] {ai_walk(1);}; void() army_walk23 =[ $walk_23, army_walk24 ] {ai_walk(1);}; void() army_walk24 =[ $walk_24, army_walk1 ] {ai_walk(1);}; //====================================================================== void() army_run1 =[ $run1, army_run2 ] {monster_idle_sound();ai_run(11);}; void() army_run2 =[ $run2, army_run3 ] {monster_footstep(FALSE);ai_run(15);}; void() army_run3 =[ $run3, army_run4 ] {ai_run(10);}; void() army_run4 =[ $run4, army_run5 ] {ai_run(10);}; void() army_run5 =[ $run5, army_run6 ] {ai_run(8);}; void() army_run6 =[ $run6, army_run7 ] {monster_footstep(FALSE);ai_run(15);}; void() army_run7 =[ $run7, army_run8 ] {ai_run(10);}; void() army_run8 =[ $run8, army_run1 ] {ai_run(8);}; // Move backwards to create some space to fire a rocket void() army_runback1 =[ $run8, army_runback2 ] {ai_backface(8);}; void() army_runback2 =[ $run7, army_runback3 ] {ai_backface(10);}; void() army_runback3 =[ $run6, army_runback4 ] {monster_footstep(FALSE);ai_backface(15);}; void() army_runback4 =[ $run5, army_runback5 ] {ai_backface(8);}; void() army_runback5 =[ $run4, army_runback6 ] {ai_backface(10);}; void() army_runback6 =[ $run3, army_runback7 ] {ai_backface(10);}; void() army_runback7 =[ $run2, army_runback8 ] {monster_footstep(FALSE);ai_backface(15);}; void() army_runback8 =[ $run1, army_run1 ] {ai_backface(11);}; //====================================================================== void() army_fire = { if (!self.enemy) return; if (self.health < 1) return; ai_face(); self.effects = self.effects | EF_MUZZLEFLASH; sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM); // Choose between a projectile or hit-scan system if (query_configflag(SVR_SHOTGPROJ)) FireBullets (QUANTITY_GRUNT, SPREAD_GRUNT); else { Launch_Shells(QUANTITY_GRUNT, SPREAD_GRUNT, CT_PROJ_SG); Launch_ShellCasing(1); } }; //---------------------------------------------------------------------- void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();}; void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();}; void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();}; void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();}; void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire();}; void() army_atk6 =[ $shoot6, army_atk7 ] {}; void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);}; void() army_atk8 =[ $shoot8, army_atk9 ] {}; void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();}; //====================================================================== void() army_fire_rocket = { local vector org, dir; if (!self.enemy) return; if (self.health < 1) return; // check for enemy origin (based on sight test) // if cannot see enemy fire at last known location ai_trackenemy(); self.effects = self.effects | EF_MUZZLEFLASH; sound (self, CHAN_WEAPON, "soldier/rocket_fire.wav", 1, ATTN_NORM); self.attack_speed = 250; makevectors (self.angles); org = self.origin + attack_vector(self.attack_offset); dir = normalize(self.attack_track - org); Launch_Missile (org, dir, '0 0 0', CT_PROJ_ARMY, self.attack_speed); }; //---------------------------------------------------------------------- void() army_rocket_think = { // Only do a limited amount of updates to the missile self.count = self.count + 1; if (self.count < (5+skill)) { // Keep ticking (slowly) self.nextthink = time + 0.1; // If enemy active, track them down (slow turn) if (self.enemy && self.count < 5) { // Speed up and steer towards enemy self.attack_speed = self.attack_speed + 100; self.attack_track = normalize(self.enemy.origin - self.origin); self.velocity = self.attack_track * self.attack_speed; self.angles = vectoangles(self.velocity); } // Fire at original location else self.velocity = self.velocity * 1.15; } else { // Remove missile after a while self.nextthink = time + LIFE_ROCKET; self.think = SUB_Remove; } }; //---------------------------------------------------------------------- void() army_rocket_atk1 =[ $load1, army_load2 ] {ai_face(); self.pain_finished = time + 1.3; self.attack_track = self.enemy.origin; sound (self, CHAN_WEAPON, "soldier/rocket_load.wav", 1, ATTN_NORM); }; void() army_load2 =[ $load2, army_load3 ] {ai_trackenemy();}; void() army_load3 =[ $load3, army_load4 ] {ai_trackenemy();}; void() army_load4 =[ $load4, army_load5 ] {ai_trackenemy();}; void() army_load5 =[ $load5, army_load6 ] {ai_trackenemy();}; void() army_load6 =[ $load6, army_load7 ] {ai_trackenemy();}; void() army_load7 =[ $load7, army_load8 ] {ai_trackenemy();}; void() army_load8 =[ $load8, army_load9 ] {ai_trackenemy();}; void() army_load9 =[ $load9, army_load10 ] {ai_trackenemy();}; void() army_load10 =[ $load10,army_load11 ] {ai_trackenemy();}; void() army_load11 =[ $load11,army_atkr5 ] {ai_trackenemy();}; void() army_atkr5 =[ $shoot5,army_atkr6 ] {army_fire_rocket();}; void() army_atkr6 =[ $shoot6,army_atkr7 ] {}; void() army_atkr7 =[ $shoot7,army_atkr8 ] {SUB_CheckRefire (army_rocket_atk1);}; void() army_atkr8 =[ $shoot8,army_atkr9 ] {}; void() army_atkr9 =[ $shoot9,army_run1 ] {ai_face();}; //====================================================================== void() army_grenade_atk1 =[ $shoot1, army_grenade_atk2 ] { ai_face(); // Check enemy for grenade resistance? if (self.enemy.bouncegrenade) army_atk1(); }; void() army_grenade_atk2 =[ $shoot2, army_grenade_atk3 ] {ai_face(); MonsterGrenadeSound(); self.attack_speed = MonsterGrenadeSpeed(); self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, self.attack_speed);}; void() army_grenade_atk3 =[ $shoot3, army_grenade_atk4 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed);}; void() army_grenade_atk4 =[ $shoot4, army_grenade_atk5 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed);}; void() army_grenade_atk5 =[ $shoot5, army_grenade_atk6 ] {ai_face(); makevectors(self.angles); self.pos1 = self.origin + attack_vector(self.attack_offset); MonsterFireGrenade(self.pos1, self.enemy.origin); }; void() army_grenade_atk6 =[ $shoot6, army_grenade_atk7 ] {}; void() army_grenade_atk7 =[ $shoot7, army_grenade_atk8 ] {ai_face();}; void() army_grenade_atk8 =[ $shoot8, army_grenade_atk9 ] {}; void() army_grenade_atk9 =[ $shoot9, army_run1 ] {ai_face();}; //====================================================================== void() army_plasma_fire = { local vector org, vec; if (!self.enemy) return; if (self.health < 1) return; self.effects = self.effects | EF_MUZZLEFLASH; sound (self, CHAN_WEAPON, "weapons/plasma_fire.wav", 1, ATTN_NORM); makevectors (self.angles); org = self.origin + attack_vector(self.attack_offset); vec = normalize(self.enemy.origin - self.origin); launch_plasma(org, vec, CT_MONARMYPLASMA, SPEED_PLASMA); }; //---------------------------------------------------------------------- void() army_plasma_atk1 =[ $shoot1, army_plasma_atk2 ] { self.pain_finished = time + 1.3; sound (self, CHAN_WEAPON, "enforcer/elim_pg_load.wav", 1, ATTN_NORM);}; void() army_plasma_atk2 =[ $shoot2, army_plasma_atk3 ] {ai_face();}; void() army_plasma_atk3 =[ $shoot3, army_plasma_atk4 ] {ai_face();}; void() army_plasma_atk4 =[ $shoot4, army_plasma_atk5 ] {ai_face();}; void() army_plasma_atk5 =[ $shoot5, army_plasma_atk6 ] {ai_face();army_plasma_fire();}; void() army_plasma_atk6 =[ $shoot6, army_plasma_atk7 ] {}; void() army_plasma_atk7 =[ $shoot7, army_plasma_atk8 ] {ai_face();SUB_CheckRefire (army_plasma_atk1);}; void() army_plasma_atk8 =[ $shoot8, army_plasma_atk9 ] {}; void() army_plasma_atk9 =[ $shoot9, army_run1 ] {ai_face();}; //====================================================================== void() army_pain1 =[ $pain1, army_pain2 ] {}; void() army_pain2 =[ $pain2, army_pain3 ] {}; void() army_pain3 =[ $pain3, army_pain4 ] {}; void() army_pain4 =[ $pain4, army_pain5 ] {}; void() army_pain5 =[ $pain5, army_pain6 ] {}; void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);}; //---------------------------------------------------------------------- void() army_painb1 =[ $painb1, army_painb2 ] {}; void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);}; void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);}; void() army_painb4 =[ $painb4, army_painb5 ] {}; void() army_painb5 =[ $painb5, army_painb6 ] {}; void() army_painb6 =[ $painb6, army_painb7 ] {}; void() army_painb7 =[ $painb7, army_painb8 ] {}; void() army_painb8 =[ $painb8, army_painb9 ] {}; void() army_painb9 =[ $painb9, army_painb10] {}; void() army_painb10=[ $painb10, army_painb11] {}; void() army_painb11=[ $painb11, army_painb12] {monster_footstep(FALSE);}; void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);}; void() army_painb13=[ $painb13, army_painb14] {}; void() army_painb14=[ $painb14, army_run1 ] {}; //---------------------------------------------------------------------- void() army_painc1 =[ $painc1, army_painc2 ] {}; void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);}; void() army_painc3 =[ $painc3, army_painc4 ] {}; void() army_painc4 =[ $painc4, army_painc5 ] {}; void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);}; void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);}; void() army_painc7 =[ $painc7, army_painc8 ] {}; void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);}; void() army_painc9 =[ $painc9, army_painc10] {monster_footstep(FALSE); ai_painforward(4);}; void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);}; void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);}; void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);}; void() army_painc13=[ $painc13, army_run1] {}; //---------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) army_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) { if (self.pain_check == 1) { // Randomly pick which pain animation to play self.lip = random(); if (self.lip < 0.2) { self.pain_finished = time + 0.6; sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); army_pain1(); } else if (self.lip < 0.6) { self.pain_finished = time + 1.1; sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM); army_painb1(); } else { self.pain_finished = time + 1.1; sound (self, CHAN_VOICE, self.pain_sound2, 1, ATTN_NORM); army_painc1(); } } else if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.pain_finished = time + 1.3; self.axhitme = 0; // Pick a random pain sound 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); // Pick a random long pain animation if (random() < 0.5) army_painb1(); else army_painc1(); } } }; //====================================================================== void() army_die1 =[ $death1, army_die2 ] {}; void() army_die2 =[ $death2, army_die3 ] {monster_check_gib();}; void() army_die3 =[ $death3, army_die4 ] {monster_check_gib(); self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack();}; void() army_die4 =[ $death4, army_die5 ] {}; void() army_die5 =[ $death5, army_die6 ] {}; void() army_die6 =[ $death6, army_die7 ] {}; void() army_die7 =[ $death7, army_die8 ] {}; void() army_die8 =[ $death8, army_die9 ] {}; void() army_die9 =[ $death9, army_die10 ] {monster_death_postcheck();}; void() army_die10 =[ $death10, army_die10 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() army_cdie1 =[ $deathc1, army_cdie2 ] {}; void() army_cdie2 =[ $deathc2, army_cdie3 ] {monster_check_gib();ai_back(5);}; void() army_cdie3 =[ $deathc3, army_cdie4 ] {monster_check_gib(); self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); ai_back(4);}; void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);}; void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);}; void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);}; void() army_cdie7 =[ $deathc7, army_cdie8 ] {}; void() army_cdie8 =[ $deathc8, army_cdie9 ] {}; void() army_cdie9 =[ $deathc9, army_cdie10 ] {}; void() army_cdie10 =[ $deathc10, army_cdie11 ] {monster_death_postcheck();}; void() army_cdie11 =[ $deathc11, army_cdie11 ] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() army_die = { // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM); if (random() < 0.5) army_die1 (); // Forward else army_cdie1 (); // Backward/side } }; /*====================================================================== /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush ======================================================================*/ void() monster_army = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_soldier.mdl"; self.headmdl = "progs/h_soldier.mdl"; self.gib1mdl = "progs/w_soldiergun.mdl"; // Unique weapon self.gib2mdl = "progs/gib_soldfoot1.mdl"; // Upright foot self.gib3mdl = "progs/gib_soldfoot2.mdl"; // Fallen down foot precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (self.gib3mdl); self.gib1sound = GIB_IMPACT_WOOD; if (random() < 0.5) self.gib1skin = 1; // Bloody weapon if (random() < 0.5) self.gib2mdl = string_null; if (random() < 0.5) self.gib3mdl = string_null; self.idle_sound = "soldier/idle.wav"; precache_sound (self.idle_sound); precache_sound ("soldier/death1.wav"); self.pain_sound = "soldier/pain1.wav"; self.pain_sound2 = "soldier/pain2.wav"; precache_sound (self.pain_sound); precache_sound (self.pain_sound2); precache_sound ("player/udeath.wav"); // gib death precache_sound ("soldier/sattck1.wav"); // Shotgun sound self.sight_sound = "soldier/sight1.wav"; precache_sound (self.sight_sound); // Check for poisonous entity flag // This is just a gib/blood update, the SG is not poisonous 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 if (self.bboxtype < 1) self.bboxtype = BBOX_SHORT; if (self.health < 1) self.health = 30; self.gibhealth = -35; // Easy to gib self.gibbed = FALSE; // Still together self.pain_flinch = 20; // Easy to pain self.pain_longanim = TRUE; // can be chopped with shadow axe self.steptype = FS_TYPEMEDIUM; // Average feet self.attack_offset = '12 8 12'; // End of Gun if (self.deathstring == "") self.deathstring = " was shot by a Grunt\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 = SoldierCheckAttack; self.th_stand = army_stand1; self.th_walk = army_walk1; self.th_run = army_run1; if (!self.th_missile) self.th_missile = army_atk1; self.th_pain = army_pain; self.th_die = army_die; if (!self.classtype) { self.classtype = CT_MONARMY; if (self.ammo_shells < 1) self.ammo_shells = rint(2 + random()*4); // If no skin override is defined, pick a random one instead if (!self.exactskin) self.randomskin = 4; } self.classgroup = CG_ARMY; self.classmove = MON_MOVEWALK; monster_start(); }; //---------------------------------------------------------------------- void() monster_army_rocket = { if (deathmatch) { remove(self); return; } self.classtype = CT_MONARMYROCKET; precache_model (MODEL_PROJ_ROCKET); if (self.poisonous) precache_model (MODEL_PROJ_ROCKETGRN); if (self.health < 1) self.health = 45; // There are two red jacket skins to pick from if (random() < 0.5) self.exactskin = 4; else self.exactskin = 5; if (random() < 0.35 && self.ammo_rockets < 1) self.ammo_rockets = 1; // Extra load/fire sounds (from Quoth MOD) precache_sound ("soldier/rocket_load.wav"); precache_sound ("soldier/rocket_fire.wav"); precache_sound ("soldier/rocket_hit.wav"); self.th_missile = army_rocket_atk1; self.th_updmissile = army_rocket_think; // Update flying rocket self.th_melee = army_runback1; self.deathstring = " was blown up by a Rocketeer\n"; monster_army(); }; //---------------------------------------------------------------------- void() monster_army_grenade = { if (deathmatch) { remove(self); return; } self.classtype = CT_MONARMYGRENADE; precache_model (MODEL_PROJ_GRENADE); if (self.poisonous) precache_model (MODEL_PROJ_GRENADEGRN); if (self.health < 1) self.health = 60; // There are two green jacket skins to pick from if (random() < 0.5) self.exactskin = 6; else self.exactskin = 7; if (random() < 0.35 && self.ammo_rockets < 1) self.ammo_rockets = 1; self.th_missile = army_grenade_atk1; self.th_melee = army_runback1; // Grenade bounce off body self.bouncegrenade = TRUE; self.deathstring = " was pineappled by a Grenader\n"; monster_army(); }; //---------------------------------------------------------------------- void() monster_army_plasma = { if (deathmatch) { remove(self); return; } self.classtype = CT_MONARMYPLASMA; precache_model (MODEL_PROJ_PLASMA); if (self.poisonous) precache_model (MODEL_PROJ_PLASMAGRN); if (self.health < 1) self.health = 75; // There are two blue jacket skins to pick from if (random() < 0.5) self.exactskin = 8; else self.exactskin = 9; if (random() < 0.35 && self.ammo_cells < 1) self.ammo_cells = 1; // Extra load/fire sounds (from Quoth MOD) precache_sound ("enforcer/elim_pg_load.wav"); precache_sound (SOUND_PLASMA_FIRE); precache_sound (SOUND_PLASMA_HIT); self.th_missile = army_plasma_atk1; self.deathstring = " was fried by an Electrocutioner\n"; monster_army(); };