$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10 $frame rise11 rise12 rise13 rise14 rise15 rise16 rise17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 $frame walk16 walk17 walk18 walk19 walk20 walk21 walk22 $frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame attack9 attack10 attack11 attack12 attack13 attack14 attack15 $frame attack16 attack17 attack18 attack19 attack20 attack21 attack22 $frame attack23 $frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8 $frame shocka9 shocka10 $frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6 $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 $frame shockc9 shockc10 #define CHTHON_M_VEL 300 void() boss_missile1; /*========== boss_idle ==========*/ void() boss_idle = { // look for a new player in co-op if (coop) { entity client = checkclient(); if (client) { if (visible(client)) { self.enemy = client; boss_missile1(); return; } } } self.walkframe = self.walkframe + 1; if (self.walkframe > 30) self.walkframe = 0; self.frame = $walk1 + self.walkframe; self.think = boss_idle; self.nextthink = time + 0.1; }; void() boss_rise1 =[ $rise1, boss_rise2 ] {te_lavasplash(self.origin);sound(self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);}; void() boss_rise2 =[ $rise2, boss_rise3 ] {}; void() boss_rise3 =[ $rise3, boss_rise4 ] {}; void() boss_rise4 =[ $rise4, boss_rise5 ] {}; void() boss_rise5 =[ $rise5, boss_rise6 ] {sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);}; void() boss_rise6 =[ $rise6, boss_rise7 ] {}; void() boss_rise7 =[ $rise7, boss_rise8 ] {}; void() boss_rise8 =[ $rise8, boss_rise9 ] {}; void() boss_rise9 =[ $rise9, boss_rise10 ] {}; void() boss_rise10 =[ $rise10, boss_rise11 ] {}; void() boss_rise11 =[ $rise11, boss_rise12 ] {}; void() boss_rise12 =[ $rise12, boss_rise13 ] {}; void() boss_rise13 =[ $rise13, boss_rise14 ] {}; void() boss_rise14 =[ $rise14, boss_rise15 ] {}; void() boss_rise15 =[ $rise15, boss_rise16 ] {}; void() boss_rise16 =[ $rise16, boss_rise17 ] {}; void() boss_rise17 =[ $rise17, boss_missile1 ] {}; /*========== boss_missile ==========*/ void(float ofs) boss_missile = { sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM); makevectors(self.angles); vector org = self.origin + v_forward * 100 + v_right * ofs + v_up * self.view_ofs_z; vector d; // lead the player on hard mode if (skill > 1) { float t = vlen(self.enemy.origin + self.enemy.view_ofs - org) / CHTHON_M_VEL; vector vec = self.enemy.velocity; vec_z = 0; d = self.enemy.origin + self.enemy.view_ofs + (t * vec); } else d = self.enemy.origin + self.enemy.view_ofs; vec = normalize(d - org); launch_spike (org, vec); setmodel (newmis, "progs/lavaball.mdl"); setsize (newmis, '0 0 0', '0 0 0'); newmis.avelocity = '200 100 300'; newmis.velocity = vec * CHTHON_M_VEL; newmis.touch = T_MissileTouch; }; /*========== boss_check_enemy ==========*/ void() boss_check_enemy = { // look for a new player in coop if (coop) { // randomly switch, or switch when player is dead if (random() < 0.5 || self.enemy.health <= 0) { entity client = checkclient(); if (!client) { if (self.enemy.health > 0) return; // go to idle, no live players found self.enemy = world; boss_idle(); return; } self.enemy = client; } return; } // go to idle in single player if the player is dead if (self.enemy.health <= 0) { self.enemy = world; boss_idle(); } }; void() boss_missile1 =[ $attack1, boss_missile2 ] {ai_face();}; void() boss_missile2 =[ $attack2, boss_missile3 ] {ai_face();}; void() boss_missile3 =[ $attack3, boss_missile4 ] {ai_face();}; void() boss_missile4 =[ $attack4, boss_missile5 ] {ai_face();}; void() boss_missile5 =[ $attack5, boss_missile6 ] {ai_face();}; void() boss_missile6 =[ $attack6, boss_missile7 ] {ai_face();}; void() boss_missile7 =[ $attack7, boss_missile8 ] {ai_face();boss_missile(100);}; void() boss_missile8 =[ $attack8, boss_missile9 ] {ai_face();}; void() boss_missile9 =[ $attack9, boss_missile10 ] {ai_face();}; void() boss_missile10 =[ $attack10, boss_missile11 ] {ai_face();}; void() boss_missile11 =[ $attack11, boss_missile12 ] {ai_face();}; void() boss_missile12 =[ $attack12, boss_missile13 ] {ai_face();}; void() boss_missile13 =[ $attack13, boss_missile14 ] {ai_face();}; void() boss_missile14 =[ $attack14, boss_missile15 ] {ai_face();}; void() boss_missile15 =[ $attack15, boss_missile16 ] {ai_face();}; void() boss_missile16 =[ $attack16, boss_missile17 ] {ai_face();}; void() boss_missile17 =[ $attack17, boss_missile18 ] {ai_face();}; void() boss_missile18 =[ $attack18, boss_missile19 ] {ai_face();boss_missile(-100);}; void() boss_missile19 =[ $attack19, boss_missile20 ] {ai_face();}; void() boss_missile20 =[ $attack20, boss_missile21 ] {ai_face();}; void() boss_missile21 =[ $attack21, boss_missile22 ] {ai_face();}; void() boss_missile22 =[ $attack22, boss_missile23 ] {ai_face();}; void() boss_missile23 =[ $attack23, boss_missile1 ] {ai_face();boss_check_enemy();}; void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {}; void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {}; void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {}; void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {}; void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {}; void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {}; void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {}; void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {}; void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {}; void() boss_shocka10 =[ $shocka10, boss_missile1 ] {}; void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {}; void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {}; void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {}; void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {}; void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {}; void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {}; void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {}; void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {}; void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {}; void() boss_shockb10 =[ $shockb4, boss_missile1 ] {}; void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {}; void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {}; void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {}; void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {}; void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {}; void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {}; void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {}; void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {}; void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {}; void() boss_shockc10 =[ $shockc10, boss_death1 ] {}; void() boss_death1 = [$death1, boss_death2] {sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM);}; void() boss_death2 = [$death2, boss_death3] {}; void() boss_death3 = [$death3, boss_death4] {}; void() boss_death4 = [$death4, boss_death5] {}; void() boss_death5 = [$death5, boss_death6] {}; void() boss_death6 = [$death6, boss_death7] {}; void() boss_death7 = [$death7, boss_death8] {}; void() boss_death8 = [$death8, boss_death9] {te_lavasplash(self.origin);sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);}; void() boss_death9 = [$death9, boss_death10] {}; void() boss_death10 = [$death9, boss_death10] { // bump kill counter killed_monsters = killed_monsters + 1; WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // use targets activator = self.enemy; UseTargets(); remove(self); }; /*========== boss_awake ==========*/ void() boss_awake = { self.health = skill + 1; self.yaw_speed = 20; self.view_ofs = '0 0 200'; if (activator.classname == "player") self.enemy = activator; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.takedamage = DAMAGE_NO; setmodel (self, "progs/boss.mdl"); setsize (self, '-128 -128 -24', '128 128 256'); boss_rise1(); }; /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) { model ("progs/boss.mdl"); } Chthon, for Boss levels. Must be triggered to activate. */ void() monster_boss = { if (deathmatch) { remove(self); return; } precache_model ("progs/boss.mdl"); precache_model ("progs/lavaball.mdl"); precache_sound ("boss1/out1.wav"); precache_sound ("boss1/sight1.wav"); precache_sound ("boss1/throw.wav"); precache_sound ("boss1/pain.wav"); precache_sound ("boss1/death.wav"); precache_sound ("misc/power.wav"); total_monsters = total_monsters + 1; self.use = boss_awake; }; //=========================================================================== void() lightning_use; /*========== lightning_fire ==========*/ void() lightning_fire = { // return electrodes when the bolt is done if (time >= self.attack_finished) { self.state = 0; entity oself = self; self = self.target1; door_go_down (); self = oself.target2; door_go_down (); return; } // use two beams that meet in the middle, rather than the // hack of making a single beam shorter te_lightning3(self.pos1, self.pos2, self.target1); te_lightning3(self.pos2, self.origin, self.target2); self.nextthink = time + 0.1; self.think = lightning_fire; }; /*========== lightning_use ==========*/ void() lightning_use = { if (self.state) return; // check the electrodes are aligned and not moving if (self.target1.state != self.target2.state) return; if (self.target1.state != STATE_BOTTOM && self.target1.state != STATE_TOP) return; self.state = 1; // don't let the electrodes go back up until the bolt is done self.target1.nextthink = -1; self.target2.nextthink = -1; self.attack_finished = time + 1; // find the position of the electrodes and then move the // event_lightning entity to the middle of the electrodes. // this is because e1m7 annoyingly has it positioned to the left of the // button so the sound of the lightning is always panned incorrectly! self.pos1 = (self.target1.mins + self.target1.maxs) * 0.5; self.pos1_z = self.target1.absmin_z - 16; self.pos2 = (self.target2.mins + self.target2.maxs) * 0.5; self.pos2_z = self.target2.absmin_z - 16; float len = vlen(self.pos2 - self.pos1); vector dir = normalize(self.pos2 - self.pos1); setorigin(self, self.pos1 + dir * len * 0.5); sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NONE); // no attenuation lightning_fire(); // decrease chthon health entity chthon = find (world, classname, "monster_boss"); if (!chthon) return; if (self.target1.state == STATE_TOP && chthon.health > 0) { self = chthon; self.enemy = activator; sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); self.health = self.health - 1; if (self.health > 1) boss_shocka1(); else if (self.health == 1) boss_shockb1(); else if (self.health == 0) boss_shockc1(); } }; /*========== event_lightning_go ==========*/ void() event_lightning_go = { // find electrodes self.target1 = find(world, target, "lightning"); self.target2 = find(self.target1, target, "lightning"); if (!self.target1 || !self.target2) { objerror("unable to find lightning targets"); remove(self); return; } self.use = lightning_use; }; /*QUAKED event_lightning (0 1 1) (-8 -8 -8) (8 8 8) Triggerable lightning event for Chthon only. You must have two func_door's in the level which both contain a target of "lightning" (not targetname!) */ void() event_lightning = { precache_sound ("misc/power.wav"); self.think = event_lightning_go; self.nextthink = time + 0.2; };