$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 $frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame swing1 swing2 swing3 swing4 swing5 swing6 swing7 $frame swing8 swing9 swing10 swing11 swing12 swing13 swing14 $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 $frame smash8 smash9 smash10 smash11 smash12 smash13 smash14 $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 $frame pain1 pain2 pain3 pain4 pain5 $frame painb1 painb2 painb3 $frame painc1 painc2 painc3 painc4 painc5 painc6 $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10 $frame paind11 paind12 paind13 paind14 paind15 paind16 $frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10 $frame paine11 paine12 paine13 paine14 paine15 $frame death1 death2 death3 death4 death5 death6 $frame death7 death8 death9 death10 death11 death12 $frame death13 death14 $frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6 $frame bdeath7 bdeath8 bdeath9 bdeath10 $frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11 #define OGRE_G_VEL 600 #define OGRE_DEFAULT_ELEVATION 45 /*========== OgreGrenadeExplode ==========*/ void() OgreGrenadeExplode = { RadiusDamage(self, self.owner, 40, world); te_explosion(self.origin); BecomeExplosion(); }; /*========== OgreGrenadeTouch ==========*/ void() OgreGrenadeTouch = { if (other.takedamage == DAMAGE_AIM) { OgreGrenadeExplode(); return; } sound(self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); }; /*========== OgreIterateElevation ==========*/ float(float theta, vector dest, vector org) OgreIterateElevation = { vector ofs = dest - org; float z = ofs_z; ofs_z = 0; float y = vlen(ofs); float a = 0.5 * sv_gravity * y * y / (OGRE_G_VEL * OGRE_G_VEL); float b = -y; float c = a + z; // can't reach target if (b * b < 4 * a * c) { dprint("OGRE_DEFAULT_ELEVATION\n"); return OGRE_DEFAULT_ELEVATION; } float tan_theta = tan(theta); theta = atan2(a * tan_theta * tan_theta - c, 2 * a * tan_theta + b); while (theta > 90) theta = theta - 180; return theta; }; /*========== OgreFireGrenade ==========*/ void(float spam) OgreFireGrenade = { self.effects = self.effects | EF_MUZZLEFLASH; sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); vector org = self.origin; entity missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_BBOX; setmodel (missile, "progs/grenade.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, org); // chose where to aim vector dest; // aim at last known enemy location if (spam) { dest = self.enemy_last; spawn_debug_marker(dest); } // aim at enemy else { // lead player on hard /*if (skill > 1) { vector ofs = self.enemy.origin + self.enemy.view_ofs - org; float t = vlen(ofs) / OGRE_G_VEL; vector vel = self.enemy.velocity; vel_z = 0; dest = self.enemy.origin + self.enemy.view_ofs + (t * vel); } // aim at enemy position else */ dest = self.enemy.origin + self.enemy.view_ofs; } float elevation = OgreIterateElevation(OGRE_DEFAULT_ELEVATION, dest, org); elevation = OgreIterateElevation(elevation, dest, org); elevation = OgreIterateElevation(elevation, dest, org); elevation = OgreIterateElevation(elevation, dest, org); vector ang = normalize(dest - org); ang = vectoangles(ang); ang_x = -elevation; makevectors(ang); missile.velocity = v_forward * OGRE_G_VEL; missile.avelocity = '300 300 300'; missile.angles = vectoangles(missile.velocity); missile.touch = OgreGrenadeTouch; missile.nextthink = time + 2.5; missile.think = OgreGrenadeExplode; }; void() ogre_grenade1 =[ $shoot1, ogre_grenade2 ] {ai_face();}; void() ogre_grenade2 =[ $shoot2, ogre_grenade3 ] {ai_face();}; void() ogre_grenade3 =[ $shoot2, ogre_grenade4 ] {ai_face();}; void() ogre_grenade4 =[ $shoot3, ogre_grenade5 ] {ai_face();OgreFireGrenade(FALSE);}; void() ogre_grenade5 =[ $shoot4, ogre_grenade6 ] {ai_face();}; void() ogre_grenade6 =[ $shoot5, ogre_grenade7 ] {ai_face();}; void() ogre_grenade7 =[ $shoot6, ogre_run1 ] {ai_face();}; void() ogre_spam1 =[ $shoot1, ogre_spam2 ] {ai_face_last();}; void() ogre_spam2 =[ $shoot2, ogre_spam3 ] {ai_face_last();}; void() ogre_spam3 =[ $shoot2, ogre_spam4 ] {ai_face_last();}; void() ogre_spam4 =[ $shoot3, ogre_spam5 ] {ai_face_last();OgreFireGrenade(TRUE);}; void() ogre_spam5 =[ $shoot4, ogre_spam6 ] {ai_face_last();}; void() ogre_spam6 =[ $shoot5, ogre_spam7 ] {ai_face_last();}; void() ogre_spam7 =[ $shoot6, ogre_run1 ] {ai_face_last();}; /*========== OgreChainsaw ==========*/ void() OgreChainsaw = { float delta = vlen(self.enemy.origin - self.origin); if (delta > 100) return; if (!CanDamage(self.enemy, self)) return; float ldmg = (random() + random() + random()) * 4; Damage (self.enemy, self, self, ldmg); SpawnBlood(trace_endpos, randomvec() * 8, 12); if (random() < 0.1) { makevectors (self.angles); if (random() < 0.5) SpawnMeatSpray (self.origin + v_forward*16, v_right * 200 + v_up * 50); else SpawnMeatSpray (self.origin + v_forward*16, v_up * 50 - v_right * 200); } }; void() ogre_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11);}; void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);}; void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);}; void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);}; void() ogre_swing5 =[ $swing5, ogre_swing6 ] {ai_charge(19);OgreChainsaw();}; void() ogre_swing6 =[ $swing6, ogre_swing7 ] {ai_charge(10);OgreChainsaw();}; void() ogre_swing7 =[ $swing7, ogre_swing8 ] {ai_charge(10);OgreChainsaw();}; void() ogre_swing8 =[ $swing8, ogre_swing9 ] {ai_charge(10);OgreChainsaw();}; void() ogre_swing9 =[ $swing9, ogre_swing10] {ai_charge(10);OgreChainsaw();}; void() ogre_swing10 =[ $swing10, ogre_swing11] {ai_charge(10);OgreChainsaw();}; void() ogre_swing11 =[ $swing11, ogre_swing12] {ai_charge(10);OgreChainsaw();}; void() ogre_swing12 =[ $swing12, ogre_swing13] {ai_charge(3);}; void() ogre_swing13 =[ $swing13, ogre_swing14] {ai_charge(8);}; void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);}; void() ogre_smash1 =[ $smash1, ogre_smash2 ] {ai_charge(6);}; void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);}; void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);}; void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);}; void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);}; void() ogre_smash6 =[ $smash6, ogre_smash7 ] {ai_charge(14);OgreChainsaw();}; void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(14);OgreChainsaw();}; void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(20);OgreChainsaw();}; void() ogre_smash9 =[ $smash9, ogre_smash10] {ai_charge(23);OgreChainsaw();}; void() ogre_smash10 =[ $smash10, ogre_smash11] {ai_charge(10);OgreChainsaw();}; void() ogre_smash11 =[ $smash11, ogre_smash12] { ai_charge(12); OgreChainsaw(); self.nextthink = self.nextthink + random()*0.2; }; void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);}; void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);}; void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);}; /*========== ogre_melee ==========*/ void() ogre_melee = { sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); if (random() < 0.5) ogre_smash1(); else ogre_swing1(); }; void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();}; void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();}; void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();}; void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();}; void() ogre_stand5 =[ $stand5, ogre_stand6 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); ai_stand(); }; void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();}; void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();}; void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();}; void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();}; void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);}; void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);}; void() ogre_walk3 =[ $walk3, ogre_walk4 ] {ai_walk(2); if (random() < 0.2) sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); }; void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);}; void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);}; void() ogre_walk6 =[ $walk6, ogre_walk7 ] {ai_walk(5); if (random() < 0.1) sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); }; void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);}; void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);}; void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);}; void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);}; void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);}; void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);}; void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);}; void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);}; void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);}; void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);}; void() ogre_run1 =[ $run1, ogre_run2 ] {ai_run(9); if (random() < 0.2) sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE); }; void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);}; void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);}; void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);}; void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);}; void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);}; void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);}; void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);}; void() ogre_pain1 =[ $pain1, ogre_pain2 ] {}; void() ogre_pain2 =[ $pain2, ogre_pain3 ] {}; void() ogre_pain3 =[ $pain3, ogre_pain4 ] {}; void() ogre_pain4 =[ $pain4, ogre_pain5 ] {}; void() ogre_pain5 =[ $pain5, ogre_run1 ] {}; void() ogre_painb1 =[ $painb1, ogre_painb2 ] {}; void() ogre_painb2 =[ $painb2, ogre_painb3 ] {}; void() ogre_painb3 =[ $painb3, ogre_run1 ] {}; void() ogre_painc1 =[ $painc1, ogre_painc2 ] {}; void() ogre_painc2 =[ $painc2, ogre_painc3 ] {}; void() ogre_painc3 =[ $painc3, ogre_painc4 ] {}; void() ogre_painc4 =[ $painc4, ogre_painc5 ] {}; void() ogre_painc5 =[ $painc5, ogre_painc6 ] {}; void() ogre_painc6 =[ $painc6, ogre_run1 ] {}; void() ogre_paind1 =[ $paind1, ogre_paind2 ] {}; void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);}; void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);}; void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);}; void() ogre_paind5 =[ $paind5, ogre_paind6 ] {}; void() ogre_paind6 =[ $paind6, ogre_paind7 ] {}; void() ogre_paind7 =[ $paind7, ogre_paind8 ] {}; void() ogre_paind8 =[ $paind8, ogre_paind9 ] {}; void() ogre_paind9 =[ $paind9, ogre_paind10] {}; void() ogre_paind10=[ $paind10, ogre_paind11] {}; void() ogre_paind11=[ $paind11, ogre_paind12] {}; void() ogre_paind12=[ $paind12, ogre_paind13] {}; void() ogre_paind13=[ $paind13, ogre_paind14] {}; void() ogre_paind14=[ $paind14, ogre_paind15] {}; void() ogre_paind15=[ $paind15, ogre_paind16] {}; void() ogre_paind16=[ $paind16, ogre_run1 ] {}; void() ogre_paine1 =[ $paine1, ogre_paine2 ] {}; void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);}; void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);}; void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);}; void() ogre_paine5 =[ $paine5, ogre_paine6 ] {}; void() ogre_paine6 =[ $paine6, ogre_paine7 ] {}; void() ogre_paine7 =[ $paine7, ogre_paine8 ] {}; void() ogre_paine8 =[ $paine8, ogre_paine9 ] {}; void() ogre_paine9 =[ $paine9, ogre_paine10] {}; void() ogre_paine10=[ $paine10, ogre_paine11] {}; void() ogre_paine11=[ $paine11, ogre_paine12] {}; void() ogre_paine12=[ $paine12, ogre_paine13] {}; void() ogre_paine13=[ $paine13, ogre_paine14] {}; void() ogre_paine14=[ $paine14, ogre_paine15] {}; void() ogre_paine15=[ $paine15, ogre_run1 ] {}; /*========== ogre_pain ==========*/ void(entity attacker, float damage) ogre_pain = { if (self.pain_finished > time) return; sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM); float r = randomrange(4); if (r == 0) { ogre_pain1 (); self.pain_finished = time + 1; } else if (r == 1) { ogre_painb1 (); self.pain_finished = time + 1; } else if (r == 2) { ogre_painc1 (); self.pain_finished = time + 1; } else { r = random(); if (r < 0.5) { ogre_paind1 (); self.pain_finished = time + 2; } else { ogre_paine1 (); self.pain_finished = time + 2; } } }; void() ogre_die1 =[ $death1, ogre_die2 ] {}; void() ogre_die2 =[ $death2, ogre_die3 ] {}; void() ogre_die3 =[ $death3, ogre_die4 ] {DropBackpack();}; void() ogre_die4 =[ $death4, ogre_die5 ] {}; void() ogre_die5 =[ $death5, ogre_die6 ] {}; void() ogre_die6 =[ $death6, ogre_die7 ] {}; void() ogre_die7 =[ $death7, ogre_die8 ] {}; void() ogre_die8 =[ $death8, ogre_die9 ] {}; void() ogre_die9 =[ $death9, ogre_die10 ] {}; void() ogre_die10 =[ $death10, ogre_die11 ] {}; void() ogre_die11 =[ $death11, ogre_die12 ] {}; void() ogre_die12 =[ $death12, ogre_die13 ] {}; void() ogre_die13 =[ $death13, ogre_die14 ] {}; void() ogre_die14 =[ $death14, ogre_die14 ] {}; void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {}; void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);}; void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ] {DropBackpack();}; void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);}; void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);}; void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);}; void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);}; void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {}; void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {}; void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] {}; /*========== ogre_die ==========*/ void(entity inflictor, entity attacker) ogre_die = { if (self.health < -80) { SpawnGib ("progs/gib3.mdl"); SpawnGib ("progs/gib3.mdl"); SpawnGib ("progs/gib3.mdl"); SpawnGib ("progs/gib4.mdl"); SpawnGib ("progs/gib5.mdl"); SpawnGib ("progs/blood.mdl"); SpawnGib ("progs/blood.mdl"); BecomeGibs (); return; } self.solid = SOLID_NOT; sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM); if (random() < 0.5) ogre_die1 (); else ogre_bdie1 (); }; /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush { model ("progs/ogre.mdl"); } Ogre. */ void() monster_ogre = { if (deathmatch) { remove(self); return; } precache_model ("progs/ogre.mdl"); precache_model ("progs/h_ogre.mdl"); precache_model ("progs/grenade.mdl"); precache_sound ("ogre/ogdrag.wav"); precache_sound ("ogre/ogdth.wav"); precache_sound ("ogre/ogidle.wav"); precache_sound ("ogre/ogidle2.wav"); precache_sound ("ogre/ogpain1.wav"); precache_sound ("ogre/ogsawatk.wav"); precache_sound ("ogre/ogwake.wav"); self.th_stand = ogre_stand1; self.th_walk = ogre_walk1; self.th_run = ogre_run1; self.th_die = ogre_die; self.th_melee = ogre_melee; self.th_missile = ogre_grenade1; self.th_spam = ogre_spam1; self.th_pain = ogre_pain; if (random() < 0.3) self.skin = 1; self.ammo_rockets = 2; monster_start("progs/ogre.mdl", "progs/h_ogre.mdl", 200, 0, VEC_HULL2_MIN, VEC_HULL2_MAX); }; /*========== monster_ogre_marksman For compatibility only. ==========*/ void() monster_ogre_marksman = { self.classname = "monster_ogre"; monster_ogre (); };