Files
quakemapping/mod_ad/my_progs/mon_swampling.qc
2019-12-30 22:24:44 +01:00

613 lines
24 KiB
Plaintext

/*==============================================================================
SWAMPLINGS (Based on Voreling 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() swampling_idle1 =[ $idle1, swampling_idle2 ] {monster_idle_sound();ai_stand();};
void() swampling_idle2 =[ $idle2, swampling_idle3 ] {ai_stand();};
void() swampling_idle3 =[ $idle3, swampling_idle4 ] {ai_stand();};
void() swampling_idle4 =[ $idle4, swampling_idle5 ] {ai_stand();};
void() swampling_idle5 =[ $idle5, swampling_idle6 ] {ai_stand();};
void() swampling_idle6 =[ $idle6, swampling_idle7 ] {ai_stand();};
void() swampling_idle7 =[ $idle7, swampling_idle8 ] {ai_stand();};
void() swampling_idle8 =[ $idle8, swampling_idle9 ] {ai_stand();};
void() swampling_idle9 =[ $idle9, swampling_idle10] {ai_stand();};
void() swampling_idle10=[ $idle10,swampling_idle11] {ai_stand();};
void() swampling_idle11=[ $idle11,swampling_idle12] {ai_stand();};
void() swampling_idle12=[ $idle12,swampling_idle13] {ai_stand();};
void() swampling_idle13=[ $idle13,swampling_idle1 ] {ai_stand();};
//======================================================================
void() swampling_walk1 =[ $walk1, swampling_walk2 ] {monster_idle_sound();ai_walk(4);};
void() swampling_walk2 =[ $walk2, swampling_walk3 ] {monster_footstep(FALSE); ai_walk(3);};
void() swampling_walk3 =[ $walk3, swampling_walk4 ] {ai_walk(4);};
void() swampling_walk4 =[ $walk4, swampling_walk5 ] {ai_walk(5);};
void() swampling_walk5 =[ $walk5, swampling_walk1 ] {ai_walk(5);};
//======================================================================
void() swampling_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() swampling_runp1 =[ $idle1, swampling_runp2 ] {swampling_runpause();};
void() swampling_runp2 =[ $idle2, swampling_runp3 ] {swampling_runpause();};
void() swampling_runp3 =[ $idle3, swampling_runp4 ] {swampling_runpause();};
void() swampling_runp4 =[ $idle4, swampling_runp5 ] {swampling_runpause();};
void() swampling_runp5 =[ $idle5, swampling_runp6 ] {swampling_runpause();};
void() swampling_runp6 =[ $idle6, swampling_runp7 ] {swampling_runpause();};
void() swampling_runp7 =[ $idle7, swampling_runp8 ] {swampling_runpause();};
void() swampling_runp8 =[ $idle8, swampling_runp9 ] {swampling_runpause();};
void() swampling_runp9 =[ $idle9, swampling_runp10 ] {swampling_runpause();};
void() swampling_runp10 =[ $idle10,swampling_runp11 ] {swampling_runpause();};
void() swampling_runp11 =[ $idle11,swampling_runp12 ] {swampling_runpause();};
void() swampling_runp12 =[ $idle12,swampling_runp13 ] {swampling_runpause();};
void() swampling_runp13 =[ $idle13,swampling_runp1 ] {swampling_runpause();};
//----------------------------------------------------------------------
void(float dist) swampling_checkpause =
{
// Do nothing is not to fight or dead
if (!self.enemy) return;
if (self.health < 1) return;
// make swamplings 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 = swampling_runp1;
}
};
//----------------------------------------------------------------------
void() swampling_run1 =[ $run1, swampling_run2 ] {self.movespeed = 0;
monster_idle_sound();
swampling_checkpause(8);
// swamplings have constant problems with weird angles (X/Z)
// Just keep resetting them so they move normally
ai_resetangles();
};
void() swampling_run2 =[ $run2, swampling_run3 ] {monster_footstep(FALSE); swampling_checkpause(6);};
void() swampling_run3 =[ $run3, swampling_run4 ] {swampling_checkpause(8);};
void() swampling_run4 =[ $run4, swampling_run5 ] {swampling_checkpause(10);};
void() swampling_run5 =[ $run1, swampling_run6 ] {swampling_checkpause(8);};
void() swampling_run6 =[ $run2, swampling_run7 ] {monster_footstep(FALSE); swampling_checkpause(6);};
void() swampling_run7 =[ $run3, swampling_run8 ] {swampling_checkpause(8);};
void() swampling_run8 =[ $run4, swampling_run1 ] {swampling_checkpause(10);};
//======================================================================
void() swampling_slide1 =[ $walk1, swampling_slide2 ] {ai_run_slide(6); monster_idle_sound();};
void() swampling_slide2 =[ $walk2, swampling_slide3 ] {ai_run_slide(4);};
void() swampling_slide3 =[ $walk3, swampling_slide4 ] {ai_run_slide(6);};
void() swampling_slide4 =[ $walk4, swampling_slide5 ] {ai_run_slide(4);};
void() swampling_slide5 =[ $walk5, swampling_run1 ] {ai_run(4);};
//======================================================================
// swampling 2 - POISON SPIT FUNCTIONS (range)
//======================================================================
void(float sideang) swampling_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, "swampling/spit4.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_SWAMPLING;
avel = vecrand(100,200,FALSE);
Launch_Grenade(org, dir, avel, CT_PROJ_SWAMP);
};
//----------------------------------------------------------------------
void() swampling_spit1 = [ $pain1, swampling_spit2 ] {ai_face();
self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, SPEED_SWAMPLING); };
void() swampling_spit2 = [ $pain2, swampling_spit3 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_SWAMPLING); };
void() swampling_spit3 = [ $bite1, swampling_spit4 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, SPEED_SWAMPLING); };
void() swampling_spit4 = [ $bite2, swampling_spit5 ] {swampling_spitacid(-0.1);};
void() swampling_spit5 = [ $bite3, swampling_spit6 ] {swampling_spitacid(0);};
void() swampling_spit6 = [ $bite4, swampling_spit7 ] {swampling_spitacid(0.1);};
void() swampling_spit7 = [ $bite5, swampling_spit8 ] {};
void() swampling_spit8 = [ $bite6, swampling_spit9 ] {};
void() swampling_spit9 = [ $bite7, swampling_run1 ] {};
//======================================================================
// BITE
//======================================================================
void() swampling_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_MELEESWAMPLING)) return; // Too far away
// Can the target bleed?
if (!self.enemy.takedamage) return;
if (random() < 0.5) sound(self, CHAN_VOICE, "swampling/attackmunch.wav", TRUE, TRUE);
else sound(self, CHAN_VOICE, "swampling/attacktear.wav", TRUE, TRUE);
// Check for poisonous attribute (new poison version)
if (self.poisonous) PoisonDeBuff(self.enemy);
// swampling 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() swampling_bite1 =[ $bite1, swampling_bite2 ] {ai_face();};
// Start bite attack loop
void() swampling_bite2 =[ $bite2, swampling_bite3 ] {ai_face();};
void() swampling_bite3 =[ $bite3, swampling_bite4 ] {ai_face();};
void() swampling_bite4 = [ $bite4, swampling_bite5 ] {swampling_melee();};
void() swampling_bite5 = [ $bite5, swampling_bite6 ] {};
void() swampling_bite6 =[ $bite6, swampling_bite7 ] {
if (ai_checkmelee(MONAI_MELEESWAMPLING) && self.enemy.health > 0) self.think = swampling_bite2;};
// Exit bite attack loop
void() swampling_bite7 =[ $bite7, swampling_run1 ] {};
//============================================================================
// JUMP FUNCTION (range)
//============================================================================
void() swampling_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 swamplings 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 swampling floating in the air?
if (!checkbottom(self)) {
// Is the swampling 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() swampling_leap1 =[ $jump1, swampling_leap2 ] {ai_face();
self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much
monster_idle_sound();
};
void() swampling_leap2 =[ $jump2, swampling_leap3 ] {ai_face();};
void() swampling_leap3 =[ $jump3, swampling_leap4 ] {
ai_face();
self.jump_flag = time + MONAI_JUMPTIMEOUT; // Stop jumping so much
self.touch = swampling_JumpTouch;
makevectors (self.angles);
self.velocity = v_forward * MONAI_JUMPSWAMPLINGDIST + '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() swampling_leap4 =[ $jump4, swampling_leap5 ] {};
void() swampling_leap5 =[ $jump5, swampling_leap6 ] {};
void() swampling_leap6 =[ $jump6, swampling_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 = swampling_leap3;
}
self.oldorigin = self.origin;
};
//----------------------------------------------------------------------
void() swampling_leap7 =[ $jump3, swampling_leap8 ] {monster_footstep(FALSE);};
void() swampling_leap8 =[ $jump2, swampling_leap9 ] {monster_footstep(FALSE);};
void() swampling_leap9 =[ $jump1, swampling_run1 ] {ai_resetangles();};
//======================================================================
// CEILING swamplingS - Idle/Drop/Touch/Land functions
//======================================================================
void() swampling_idleup1 =[ $idleup1, swampling_idleup2] {monster_idle_sound();ai_stand();};
void() swampling_idleup2 =[ $idleup2, swampling_idleup3] {ai_stand();};
void() swampling_idleup3 =[ $idleup3, swampling_idleup4] {ai_stand();};
void() swampling_idleup4 =[ $idleup4, swampling_idleup5] {ai_stand();};
void() swampling_idleup5 =[ $idleup5, swampling_idleup6] {ai_stand();};
void() swampling_idleup6 =[ $idleup6, swampling_idleup1] {ai_stand();};
//----------------------------------------------------------------------
void() swampling_droptouch =
{
// Check if landed on something that is not the ground?
if (!checkbottom(self)) {
// Is the swampling 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 (swampling is off the ceiling)
self.th_stand = swampling_idle1;
self.th_walk = swampling_walk1;
self.th_run = swampling_run1;
self.th_slide = swampling_slide1;
self.th_melee = swampling_bite1;
// swampling 1 and 2 have different range attacks
if (self.spawnflags & MON_SWAMPLING_LARGE) self.th_missile = swampling_spit1;
else self.th_jump = swampling_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() swampling_drop1 =[ $drop1, swampling_drop2 ] {};
void() swampling_drop2 =[ $drop2, swampling_drop3 ] {};
void() swampling_drop3 =[ $drop3, swampling_drop4 ] {};
void() swampling_drop4 =[ $drop4, swampling_drop5 ] {};
void() swampling_drop5 =[ $drop5, swampling_drop5 ] {
if (self.attack_timer < time || self.velocity_z == 0) swampling_droptouch();
};
//----------------------------------------------------------------------------
void() swampling_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_SWAMPLING_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 = swampling_droptouch; // Touch something?
if (!self.jump_flag)
self.jump_flag = time + 1 + random()*2; // Don't jump straight away
swampling_drop1(); // Turn around, cat tricks!
};
//======================================================================
// MINION - Grow and spin up from nothing
//======================================================================
void() swampling_growangle = {self.angles_y = self.angles_y + self.lefty;};
void() swampling_grow1 = [ $grow1, swampling_grow2 ] {};
void() swampling_grow2 = [ $grow2, swampling_grow3 ] {swampling_growangle();};
void() swampling_grow3 = [ $grow3, swampling_grow4 ] {swampling_growangle();};
void() swampling_grow4 = [ $grow4, swampling_grow5 ] {swampling_growangle();};
void() swampling_grow5 = [ $grow5, swampling_grow6 ] {swampling_growangle();};
void() swampling_grow6 = [ $grow6, swampling_grow7 ] {swampling_growangle();};
void() swampling_grow7 = [ $grow7, swampling_grow8 ] {swampling_growangle();};
void() swampling_grow8 = [ $grow8, swampling_grow9 ] {swampling_growangle();};
void() swampling_grow9 = [ $grow9, swampling_grow10] {swampling_growangle();};
void() swampling_grow10= [ $grow10, swampling_run1 ] {
// Is the swampling 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 = swampling_idle1;
self.th_walk = swampling_walk1;
self.th_run = swampling_run1;
self.th_slide = swampling_slide1;
self.th_melee = swampling_bite1;
// swampling 1 and 2 have different range attacks
if (self.spawnflags & MON_SWAMPLING_LARGE) self.th_missile = swampling_spit1;
else {
self.th_jump = swampling_leap1;
self.th_jumpexit = swampling_leap7;
}
}
};
//----------------------------------------------------------------------------
void() swampling_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();
swampling_grow1();
};
//============================================================================
void() swampling_pain1 =[ $pain1, swampling_pain2 ] {};
void() swampling_pain2 =[ $pain2, swampling_run1 ] {};
//----------------------------------------------------------------------------
void(entity inflictor, entity attacker, float damage) swampling_pain =
{
// Has the swampling been hit while on the ceiling?
if (self.spawnflags & MON_SWAMPLING_CEILING) {
self.pain_finished = time + 1;
swampling_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) swampling_pain1();
else if (self.pain_check == 2) {
// reset axe hit and setup short pain recovery
self.pain_finished = time + 0.2;
self.axhitme = 0;
swampling_pain1();
}
}
};
//============================================================================
void() swampling_die1 =[ $death1, swampling_die2 ] {};
void() swampling_die2 =[ $death2, swampling_die3 ] {monster_check_gib();};
void() swampling_die3 =[ $death3, swampling_die4 ] {monster_check_gib();
self.solid = SOLID_NOT;};
void() swampling_die4 =[ $death4, swampling_die5 ] {};
void() swampling_die5 =[ $death5, swampling_die6 ] {monster_death_postcheck();};
void() swampling_die6 =[ $death6, swampling_die6 ] {monster_deadbody_check();};
//----------------------------------------------------------------------------
void() swampling_dieB1 =[ $deathB1, swampling_dieB2 ] {};
void() swampling_dieB2 =[ $deathB2, swampling_dieB3 ] {monster_check_gib();};
void() swampling_dieB3 =[ $deathB3, swampling_dieB4 ] {monster_check_gib();
self.solid = SOLID_NOT;};
void() swampling_dieB4 =[ $deathB4, swampling_dieB5 ] {};
void() swampling_dieB5 =[ $deathB5, swampling_dieB6 ] {};
void() swampling_dieB6 =[ $deathB6, swampling_dieB7 ] {monster_death_postcheck();};
void() swampling_dieB7 =[ $deathB7, swampling_dieB7 ] {monster_deadbody_check();};
//----------------------------------------------------------------------------
void() swampling_die =
{
// swamplings are small, gibs don't bounce far
self.max_health = MON_NOGIBVELOCITY;
// Has the swampling died while on the ceiling?
if (self.spawnflags & MON_SWAMPLING_CEILING)
self.gibondeath = TRUE;
// Pre-check routine to tidy up extra entities
monster_death_precheck();
// regular death
if (!self.gibbed) {
sound (self, CHAN_VOICE, "swampling/death.wav", 1, ATTN_NORM);
if (random() < 0.6) swampling_die1();
else swampling_dieB1();
}
};
/*======================================================================
/*QUAKED monster_swampling (1 0 0) (-16 -16 -24) (16 16 24) Ambush
======================================================================*/
void() monster_swampling =
{
if (deathmatch) { remove(self); return; }
if (self.spawnflags & MON_SWAMPLING_LARGE) {
self.mdl = "progs/mon_swamplingp.mdl";
self.gib1mdl = "progs/gib_swamplegp.mdl"; // Single Leg
}
else {
self.mdl = "progs/mon_swampling.mdl";
self.gib1mdl = "progs/gib_swampleg.mdl"; // Single Leg
}
precache_model (self.mdl);
precache_model (self.gib1mdl);
precache_model (MODEL_PROJ_SWAMP); // Spit Projectile
// IDLE/COMBAT and SIGHT sounds
self.idle_sound = "swampling/idle1.wav";
self.idle_sound2 = "swampling/idle3.wav";
self.idle_soundcom = "swampling/idle2.wav";
precache_sound (self.idle_sound);
precache_sound (self.idle_sound2);
precache_sound (self.idle_soundcom);
// death/pain/attack sounds
precache_sound("swampling/death.wav");
self.pain_sound = "swampling/pain3.wav";
precache_sound(self.pain_sound);
precache_sound("swampling/miss.wav"); // Spit misses
precache_sound("swampling/spit4.wav"); // Spit attack
precache_sound("swampling/attackmunch.wav");
precache_sound("swampling/attacktear.wav");
precache_sound("swampling/jumpland.wav");
self.sight_sound = "swampling/sight2.wav";
precache_sound (self.sight_sound);
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 large swampling, at jaws
self.movespeed = 1; // Can never be a turret
self.poisonous = TRUE; // Always poisonous
self.deathstring = " was bitten by a Swampling\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 = SwamplingCheckAttack;
self.th_pain = swampling_pain;
self.th_die = swampling_die;
self.classtype = CT_MONSWAMPLING;
self.classgroup = CG_SPIDER;
self.classmove = MON_MOVEWALK;
// Setup light/dark green swampling difference
if (self.spawnflags & MON_SWAMPLING_LARGE) {
if (self.health < 1) self.health = 60;
self.gibhealth = -25;
self.th_missile = swampling_spit1;
}
else {
if (self.health < 1) self.health = 30;
self.gibhealth = -20;
self.th_jump = swampling_leap1;
self.th_jumpexit = swampling_leap7;
}
//----------------------------------------------------------------------
// Ceiling swamplings 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_SWAMPLING_CEILING) {
self.th_stand = self.th_walk = swampling_idleup1;
self.th_run = self.th_slide = swampling_wakeup;
self.th_melee = self.th_missile = self.th_jump = swampling_wakeup;
// th_pain and th_die functions understand ceiling swamplings
}
// Default swampling behaviour functions
else {
self.th_stand = swampling_idle1;
self.th_walk = swampling_walk1;
self.th_run = swampling_run1;
self.th_melee = swampling_bite1;
self.th_slide = swampling_slide1;
}
monster_start();
};