/*============================================================================== VORELINGS (Originally from Quoth - Kell/Necros/Preach) ==============================================================================*/ $frame idle1 idle2 idle3 idle4 idle5 idle6 idle7 idle8 $frame idle9 idle10 idle11 idle12 idle13 $frame idleup1 idleup2 idleup3 idleup4 idleup5 idleup6 $frame drop1 drop2 drop3 drop4 drop5 $frame grow1 grow2 grow3 grow4 grow5 grow6 grow7 grow8 grow9 grow10 $frame walk1 walk2 walk3 walk4 walk5 $frame run1 run2 run3 run4 // Jumping up $frame jump1 jump2 jump3 jump4 jump5 jump6 // Bite attack $frame bite1 bite2 bite3 bite4 bite5 bite6 bite7 // Extremely short pain set $frame pain1 pain2 // fall over and die $frame death1 death2 death3 death4 death5 death6 // body flies up and then back to the ground $frame deathB1 deathB2 deathB3 deathB4 deathB5 deathB6 deathB7 // Not used, modelling templates $frame base1 base2 //====================================================================== void() voreling_idle1 =[ $idle1, voreling_idle2 ] {monster_idle_sound();ai_stand();}; void() voreling_idle2 =[ $idle2, voreling_idle3 ] {ai_stand();}; void() voreling_idle3 =[ $idle3, voreling_idle4 ] {ai_stand();}; void() voreling_idle4 =[ $idle4, voreling_idle5 ] {ai_stand();}; void() voreling_idle5 =[ $idle5, voreling_idle6 ] {ai_stand();}; void() voreling_idle6 =[ $idle6, voreling_idle7 ] {ai_stand();}; void() voreling_idle7 =[ $idle7, voreling_idle8 ] {ai_stand();}; void() voreling_idle8 =[ $idle8, voreling_idle9 ] {ai_stand();}; void() voreling_idle9 =[ $idle9, voreling_idle10 ] {ai_stand();}; void() voreling_idle10 =[ $idle10,voreling_idle11 ] {ai_stand();}; void() voreling_idle11 =[ $idle11,voreling_idle12 ] {ai_stand();}; void() voreling_idle12 =[ $idle12,voreling_idle13 ] {ai_stand();}; void() voreling_idle13 =[ $idle13,voreling_idle1 ] {ai_stand();}; //====================================================================== void() voreling_walk1 =[ $walk1, voreling_walk2 ] {monster_idle_sound();ai_walk(4);}; void() voreling_walk2 =[ $walk2, voreling_walk3 ] {monster_footstep(FALSE); ai_walk(3);}; void() voreling_walk3 =[ $walk3, voreling_walk4 ] {ai_walk(4);}; void() voreling_walk4 =[ $walk4, voreling_walk5 ] {ai_walk(5);}; void() voreling_walk5 =[ $walk5, voreling_walk1 ] {ai_walk(5);}; //====================================================================== void() voreling_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() voreling_runp1 =[ $idle1, voreling_runp2 ] {voreling_runpause();}; void() voreling_runp2 =[ $idle2, voreling_runp3 ] {voreling_runpause();}; void() voreling_runp3 =[ $idle3, voreling_runp4 ] {voreling_runpause();}; void() voreling_runp4 =[ $idle4, voreling_runp5 ] {voreling_runpause();}; void() voreling_runp5 =[ $idle5, voreling_runp6 ] {voreling_runpause();}; void() voreling_runp6 =[ $idle6, voreling_runp7 ] {voreling_runpause();}; void() voreling_runp7 =[ $idle7, voreling_runp8 ] {voreling_runpause();}; void() voreling_runp8 =[ $idle8, voreling_runp9 ] {voreling_runpause();}; void() voreling_runp9 =[ $idle9, voreling_runp10 ] {voreling_runpause();}; void() voreling_runp10 =[ $idle10,voreling_runp11 ] {voreling_runpause();}; void() voreling_runp11 =[ $idle11,voreling_runp12 ] {voreling_runpause();}; void() voreling_runp12 =[ $idle12,voreling_runp13 ] {voreling_runpause();}; void() voreling_runp13 =[ $idle13,voreling_runp1 ] {voreling_runpause();}; //---------------------------------------------------------------------- void(float dist) voreling_checkpause = { // Do nothing is not to fight or dead if (!self.enemy) return; if (self.health < 1) return; // make vorelings 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); if (self.enemydist < MONAI_RUNPAUSE) return; // Too close // Random chance to stop and pause running if (self.movespeed > 7 && random() < 0.2) { self.jump_flag = time + random(); self.think = voreling_runp1; } }; //---------------------------------------------------------------------- void() voreling_run1 =[ $run1, voreling_run2 ] {self.movespeed = 0; monster_idle_sound(); voreling_checkpause(8); // Vorelings have constant problems with weird angles (X/Z) // Just keep resetting them so they move normally ai_resetangles(); }; void() voreling_run2 =[ $run2, voreling_run3 ] {monster_footstep(FALSE); voreling_checkpause(6);}; void() voreling_run3 =[ $run3, voreling_run4 ] {voreling_checkpause(8);}; void() voreling_run4 =[ $run4, voreling_run5 ] {voreling_checkpause(10);}; void() voreling_run5 =[ $run1, voreling_run6 ] {voreling_checkpause(8);}; void() voreling_run6 =[ $run2, voreling_run7 ] {monster_footstep(FALSE); voreling_checkpause(6);}; void() voreling_run7 =[ $run3, voreling_run8 ] {voreling_checkpause(8);}; void() voreling_run8 =[ $run4, voreling_run1 ] {voreling_checkpause(10);}; //====================================================================== void() voreling_slide1 =[ $walk1, voreling_slide2 ] {ai_run_slide(6); monster_idle_sound();}; void() voreling_slide2 =[ $walk2, voreling_slide3 ] {ai_run_slide(4);}; void() voreling_slide3 =[ $walk3, voreling_slide4 ] {ai_run_slide(6);}; void() voreling_slide4 =[ $walk4, voreling_slide5 ] {ai_run_slide(4);}; void() voreling_slide5 =[ $walk5, voreling_run1 ] {ai_run(4);}; //====================================================================== // VORELING 2 - PURPLE SPIT FUNCTIONS (range) //====================================================================== void(float sideang) voreling_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, "voreling/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_VORELING; avel = vecrand(100,200,FALSE); Launch_Grenade(org, dir, avel, CT_PROJ_VORE); }; //---------------------------------------------------------------------- void() voreling_spit1 = [ $pain1, voreling_spit2 ] {ai_face(); self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, SPEED_VORELING); }; void() voreling_spit2 = [ $pain2, voreling_spit3 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_VORELING); }; void() voreling_spit3 = [ $bite1, voreling_spit4 ] {ai_face(); self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_VORELING); }; void() voreling_spit4 = [ $bite2, voreling_spit5 ] {voreling_spitacid(-0.1);}; void() voreling_spit5 = [ $bite3, voreling_spit6 ] {voreling_spitacid(0);}; void() voreling_spit6 = [ $bite4, voreling_spit7 ] {voreling_spitacid(0.1);}; void() voreling_spit7 = [ $bite5, voreling_spit8 ] {}; void() voreling_spit8 = [ $bite6, voreling_spit9 ] {}; void() voreling_spit9 = [ $bite7, voreling_run1 ] {}; //====================================================================== // BITE //====================================================================== void() voreling_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_MELEEVORELING)) return; // Too far away // Can the target bleed? if (!self.enemy.takedamage) return; if (random() < 0.5) sound(self, CHAN_VOICE, "voreling/attackmunch.wav", TRUE, TRUE); else sound(self, CHAN_VOICE, "voreling/attacktear.wav", TRUE, TRUE); // Voreling 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); // Spawn some touch blood spawn_touchblood (self, self.enemy, ldmg*3); }; //---------------------------------------------------------------------- void() voreling_bite1 =[ $bite1, voreling_bite2 ] {ai_face();}; // Start bite attack loop void() voreling_bite2 =[ $bite2, voreling_bite3 ] {ai_face();}; void() voreling_bite3 =[ $bite3, voreling_bite4 ] {ai_face();}; void() voreling_bite4 = [ $bite4, voreling_bite5 ] {voreling_melee();}; void() voreling_bite5 = [ $bite5, voreling_bite6 ] {}; void() voreling_bite6 =[ $bite6, voreling_bite7 ] { if (ai_checkmelee(MONAI_MELEEVORELING) && self.enemy.health > 0) self.think = voreling_bite2;}; // Exit bite attack loop void() voreling_bite7 =[ $bite7, voreling_run1 ] {}; //============================================================================ // JUMP FUNCTION (range) //============================================================================ void() Voreling_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 vorelings 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, self.enemy, ldmg*3); } } // Is the voreling floating in the air? if (!checkbottom(self)) { // Is the voreling 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() voreling_leap1 =[ $jump1, voreling_leap2 ] {ai_face(); self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much monster_idle_sound(); }; void() voreling_leap2 =[ $jump2, voreling_leap3 ] {ai_face();}; void() voreling_leap3 =[ $jump3, voreling_leap4 ] { ai_face(); self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much self.touch = Voreling_JumpTouch; makevectors (self.angles); self.velocity = v_forward * MONAI_JUMPVORELINGDIST + '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() voreling_leap4 =[ $jump4, voreling_leap5 ] {}; void() voreling_leap5 =[ $jump5, voreling_leap6 ] {}; void() voreling_leap6 =[ $jump6, voreling_leap7 ] { // Double check monster is still falling? if (CheckZeroVector(self.velocity) || self.oldorigin == self.origin) { self.ideal_yaw = random() * 360; //random jump angle self.think = voreling_leap3; } self.oldorigin = self.origin; }; //---------------------------------------------------------------------- void() voreling_leap7 =[ $jump3, voreling_leap8 ] {monster_footstep(FALSE);}; void() voreling_leap8 =[ $jump2, voreling_leap9 ] {monster_footstep(FALSE);}; void() voreling_leap9 =[ $jump1, voreling_run1 ] {ai_resetangles();}; //====================================================================== // CEILING VORELINGS - Idle/Drop/Touch/Land functions //====================================================================== void() voreling_idleup1 =[ $idleup1, voreling_idleup2] {monster_idle_sound();ai_stand();}; void() voreling_idleup2 =[ $idleup2, voreling_idleup3] {ai_stand();}; void() voreling_idleup3 =[ $idleup3, voreling_idleup4] {ai_stand();}; void() voreling_idleup4 =[ $idleup4, voreling_idleup5] {ai_stand();}; void() voreling_idleup5 =[ $idleup5, voreling_idleup6] {ai_stand();}; void() voreling_idleup6 =[ $idleup6, voreling_idleup1] {ai_stand();}; //---------------------------------------------------------------------- void() voreling_droptouch = { // Check if landed on something that is not the ground? if (!checkbottom(self)) { // Is the voreling 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 (voreling is off the ceiling) self.th_stand = voreling_idle1; self.th_walk = voreling_walk1; self.th_run = voreling_run1; self.th_slide = voreling_slide1; self.th_melee = voreling_bite1; // Voreling 1 and 2 have different range attacks if (self.spawnflags & MON_VORELING_LARGE) self.th_missile = voreling_spit1; else self.th_jump = voreling_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() voreling_drop1 =[ $drop1, voreling_drop2 ] {}; void() voreling_drop2 =[ $drop2, voreling_drop3 ] {}; void() voreling_drop3 =[ $drop3, voreling_drop4 ] {}; void() voreling_drop4 =[ $drop4, voreling_drop5 ] {}; void() voreling_drop5 =[ $drop5, voreling_drop5 ] { if (self.attack_timer < time || self.velocity_z == 0) voreling_droptouch(); }; //---------------------------------------------------------------------------- void() voreling_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_VORELING_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 = voreling_droptouch; // Touch something? if (!self.jump_flag) self.jump_flag = time + 1 + random()*2; // Don't jump straight away voreling_drop1(); // Turn around, cat tricks! }; //====================================================================== // MINION - Grow and spin up from nothing //====================================================================== void() voreling_growangle = {self.angles_y = self.angles_y + self.lefty;}; void() voreling_grow1 = [ $grow1, voreling_grow2 ] {}; void() voreling_grow2 = [ $grow2, voreling_grow3 ] {voreling_growangle();}; void() voreling_grow3 = [ $grow3, voreling_grow4 ] {voreling_growangle();}; void() voreling_grow4 = [ $grow4, voreling_grow5 ] {voreling_growangle();}; void() voreling_grow5 = [ $grow5, voreling_grow6 ] {voreling_growangle();}; void() voreling_grow6 = [ $grow6, voreling_grow7 ] {voreling_growangle();}; void() voreling_grow7 = [ $grow7, voreling_grow8 ] {voreling_growangle();}; void() voreling_grow8 = [ $grow8, voreling_grow9 ] {voreling_growangle();}; void() voreling_grow9 = [ $grow9, voreling_grow10] {voreling_growangle();}; void() voreling_grow10= [ $grow10, voreling_run1 ] { // Is the voreling 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 = voreling_idle1; self.th_walk = voreling_walk1; self.th_run = voreling_run1; self.th_slide = voreling_slide1; self.th_melee = voreling_bite1; // Voreling 1 and 2 have different range attacks if (self.spawnflags & MON_VORELING_LARGE) self.th_missile = voreling_spit1; else { self.th_jump = voreling_leap1; self.th_jumpexit = voreling_leap7; } } }; //---------------------------------------------------------------------------- void() voreling_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(); voreling_grow1(); }; //============================================================================ void() voreling_pain1 =[ $pain1, voreling_pain2 ] {}; void() voreling_pain2 =[ $pain2, voreling_run1 ] {}; //---------------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) voreling_pain = { // Has the voreling been hit while on the ceiling? if (self.spawnflags & MON_VORELING_CEILING) { self.pain_finished = time + 1; voreling_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) { sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); self.pain_finished = time + 1; if (self.pain_check == 1) voreling_pain1(); else if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.pain_finished = time + 0.2; self.axhitme = 0; voreling_pain1(); } } }; //============================================================================ void() voreling_die1 =[ $death1, voreling_die2 ] {}; void() voreling_die2 =[ $death2, voreling_die3 ] {monster_check_gib();}; void() voreling_die3 =[ $death3, voreling_die4 ] {monster_check_gib(); self.solid = SOLID_NOT;}; void() voreling_die4 =[ $death4, voreling_die5 ] {}; void() voreling_die5 =[ $death5, voreling_die6 ] {monster_death_postcheck();}; void() voreling_die6 =[ $death6, voreling_die6 ] {monster_deadbody_check();}; //---------------------------------------------------------------------------- void() voreling_dieB1 =[ $deathB1, voreling_dieB2 ] {}; void() voreling_dieB2 =[ $deathB2, voreling_dieB3 ] {monster_check_gib();}; void() voreling_dieB3 =[ $deathB3, voreling_dieB4 ] {monster_check_gib(); self.solid = SOLID_NOT;}; void() voreling_dieB4 =[ $deathB4, voreling_dieB5 ] {}; void() voreling_dieB5 =[ $deathB5, voreling_dieB6 ] {}; void() voreling_dieB6 =[ $deathB6, voreling_dieB7 ] {monster_death_postcheck();}; void() voreling_dieB7 =[ $deathB7, voreling_dieB7 ] {monster_deadbody_check();}; //---------------------------------------------------------------------------- void() voreling_die = { // Vorelings are small, gibs don't bounce far self.max_health = MON_NOGIBVELOCITY; // Has the voreling died while on the ceiling? if (self.spawnflags & MON_VORELING_CEILING) self.gibondeath = TRUE; // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, "voreling/death.wav", 1, ATTN_NORM); if (random() < 0.6) voreling_die1(); else voreling_dieB1(); } }; /*====================================================================== /*QUAKED monster_voreling (1 0 0) (-16 -16 -24) (16 16 24) Ambush ======================================================================*/ void() setup_voreling; void() monster_voreling = { if (deathmatch) { remove(self); return; } if (self.spawnflags & MON_VORELING_LARGE) { self.mdl = "progs/mon_vorelingp.mdl"; self.gib1mdl = "progs/gib_vorelegp.mdl"; // Single Leg precache_model (self.mdl); precache_model (self.gib1mdl); precache_model (MODEL_PROJ_VORE); // Spit Projectile } if (!(self.spawnflags & MON_VORELING_LARGE) || self.classtype == CT_CACHEVORELING) { self.mdl = "progs/mon_voreling.mdl"; self.gib1mdl = "progs/gib_voreleg.mdl"; // Single Leg precache_model (self.mdl); precache_model (self.gib1mdl); } // IDLE/COMBAT and SIGHT sounds self.idle_sound = "voreling/idle.wav"; precache_sound (self.idle_sound); // death/pain/attack sounds precache_sound("voreling/death.wav"); self.pain_sound = "voreling/pain.wav"; precache_sound(self.pain_sound); precache_sound("voreling/miss.wav"); // Spit misses precache_sound("voreling/hiss2.wav"); // Spit attack precache_sound("voreling/attackmunch.wav"); precache_sound("voreling/attacktear.wav"); precache_sound("voreling/jumpland.wav"); self.sight_sound = "voreling/sight.wav"; precache_sound (self.sight_sound); // Cache voreling is a special class used for precache only if (self.classtype != CT_CACHEVORELING) setup_voreling(); }; //---------------------------------------------------------------------------- void() monster_shalrathminion = { self.classtype = CT_CACHEVORELING; self.spawnflags = MON_VORELING_LARGE; // Precache both vorelings monster_voreling(); }; //---------------------------------------------------------------------------- void() setup_voreling = { 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 = '20 0 0'; // Bite attack offset self.attack_offset = '14 0 8'; // Used by purple voreling, at jaws self.movespeed = 1; // Can never be a turret self.poisonous = FALSE; // Use swamplings if wanting poison self.deathstring = " was nibbled by a Voreling\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 = VorelingCheckAttack; self.th_pain = voreling_pain; self.th_die = voreling_die; if(!self.classtype) self.classtype = CT_MONVORELING; self.classgroup = CG_SPIDER; self.classmove = MON_MOVEWALK; // Setup white/purple voreling difference if (self.spawnflags & MON_VORELING_LARGE) { if (self.health < 1) self.health = 60; self.gibhealth = -25; self.th_missile = voreling_spit1; } else { if (self.health < 1) self.health = 30; self.gibhealth = -20; self.th_jump = voreling_leap1; self.th_jumpexit = voreling_leap7; } //---------------------------------------------------------------------- // Ceiling vorelings have special idle animation // and need to let go of the ceiling before resuming any // normal behaviour (most think functions are intercepted) //---------------------------------------------------------------------- if (self.spawnflags & MON_VORELING_CEILING) { self.th_stand = self.th_walk = voreling_idleup1; self.th_run = self.th_slide = voreling_wakeup; self.th_melee = self.th_missile = self.th_jump = voreling_wakeup; // th_pain and th_die functions understand ceiling vorelings } // Special spawning minion need to start spinning else if (self.classtype == CT_MINIONVORELING) { self.th_stand = self.th_walk = self.th_run = voreling_grow; self.th_melee = self.th_slide = SUB_Null; self.th_missile = self.th_jump = SUB_Null; } // Default voreling behaviour functions else { self.th_stand = voreling_idle1; self.th_walk = voreling_walk1; self.th_run = voreling_run1; self.th_melee = voreling_bite1; self.th_slide = voreling_slide1; } monster_start(); }; //---------------------------------------------------------------------------- // A code way to spawn vorelings (requires monster_shalrathminion entity) //---------------------------------------------------------------------------- void(vector minion_org, entity minion_targ) minion_voreling = { 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_voreling"; // 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_MINIONVORELING; // Special minion class minion.enemy = minion_targ; // Target to attack minion.spawnflags = 0; minion.minion_active = TRUE; // Minion flag minion.bodyfadeaway = TRUE; // Get rid of body if (random() < 0.2) minion.spawnflags = MON_VORELING_LARGE; else minion.spawnflags = 0; if (minion.spawnflags & MON_VORELING_LARGE) { minion.mdl = "progs/mon_vorelingp.mdl"; // Purpler horror minion.gib1mdl = "progs/gib_vorelegp.mdl"; // Single Leg } else { minion.mdl = "progs/mon_voreling.mdl"; // Creamy delight minion.gib1mdl = "progs/gib_voreleg.mdl"; // Single Leg } minion.idle_sound = "voreling/idle.wav"; minion.sight_sound = "voreling/sight.wav"; minion.pain_sound = "voreling/pain.wav"; minion.nextthink = time + 0.01; minion.think = setup_voreling; };