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quakemapping/mod_xj18/my_progs/mon_tarbaby.qc
2020-01-07 11:54:38 +01:00

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/*==============================================================================
BLOB (annoying)
==============================================================================*/
$cd id1/models/tarbaby
$origin 0 0 24
$base base
$skin skin
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19
$frame walk20 walk21 walk22 walk23 walk24 walk25
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13
$frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23
$frame run24 run25
$frame jump1 jump2 jump3 jump4 jump5 jump6
$frame fly1 fly2 fly3 fly4
$frame exp
void() tbaby_jump1;
void() tbaby_jump5;
//============================================================================
void() tbaby_stand1 =[ $walk1, tbaby_stand2 ] {ai_stand();};
void() tbaby_stand2 =[ $walk2, tbaby_stand3 ] {ai_stand();};
void() tbaby_stand3 =[ $walk3, tbaby_stand4 ] {ai_stand();};
void() tbaby_stand4 =[ $walk4, tbaby_stand5 ] {ai_stand();};
void() tbaby_stand5 =[ $walk5, tbaby_stand6 ] {ai_stand();
self.nextthink = 0.1 + random()*0.3;};
void() tbaby_stand6 =[ $walk4, tbaby_stand7 ] {ai_stand();};
void() tbaby_stand7 =[ $walk3, tbaby_stand8 ] {ai_stand();};
void() tbaby_stand8 =[ $walk2, tbaby_stand1 ] {ai_stand();
self.nextthink = 0.1 + random()*0.3;};
void() tbaby_hang1 =[ $walk1, tbaby_hang1 ] {ai_stand();};
//============================================================================
void() tbaby_walk1 =[ $walk1, tbaby_walk2 ] {ai_turn();monster_idle_sound();};
void() tbaby_walk2 =[ $walk2, tbaby_walk3 ] {ai_turn();};
void() tbaby_walk3 =[ $walk3, tbaby_walk4 ] {ai_turn();};
void() tbaby_walk4 =[ $walk4, tbaby_walk5 ] {ai_turn();};
void() tbaby_walk5 =[ $walk5, tbaby_walk6 ] {ai_turn();};
void() tbaby_walk6 =[ $walk6, tbaby_walk7 ] {ai_turn();};
void() tbaby_walk7 =[ $walk7, tbaby_walk8 ] {ai_turn();};
void() tbaby_walk8 =[ $walk8, tbaby_walk9 ] {ai_turn();};
void() tbaby_walk9 =[ $walk9, tbaby_walk10] {ai_turn();};
void() tbaby_walk10=[ $walk10, tbaby_walk11] {ai_turn();};
void() tbaby_walk11=[ $walk11, tbaby_walk12] {ai_walk(2);};
void() tbaby_walk12=[ $walk12, tbaby_walk13] {ai_walk(2);};
void() tbaby_walk13=[ $walk13, tbaby_walk14] {ai_walk(2);};
void() tbaby_walk14=[ $walk14, tbaby_walk15] {ai_walk(2);};
void() tbaby_walk15=[ $walk15, tbaby_walk16] {ai_walk(2);};
void() tbaby_walk16=[ $walk16, tbaby_walk17] {ai_walk(2);};
void() tbaby_walk17=[ $walk17, tbaby_walk18] {ai_walk(2);};
void() tbaby_walk18=[ $walk18, tbaby_walk19] {ai_walk(2);};
void() tbaby_walk19=[ $walk19, tbaby_walk20] {ai_walk(2);};
void() tbaby_walk20=[ $walk20, tbaby_walk21] {ai_walk(2);};
void() tbaby_walk21=[ $walk21, tbaby_walk22] {ai_walk(2);};
void() tbaby_walk22=[ $walk22, tbaby_walk23] {ai_walk(2);};
void() tbaby_walk23=[ $walk23, tbaby_walk24] {ai_walk(2);};
void() tbaby_walk24=[ $walk24, tbaby_walk25] {ai_walk(2);};
void() tbaby_walk25=[ $walk25, tbaby_walk1 ] {ai_walk(2);};
//============================================================================
void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();};
void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();};
void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();};
void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();};
void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();};
void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();};
void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();};
void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();};
void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();};
void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();};
void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);};
void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);};
void() tbaby_run13 =[ $run13, tbaby_run14 ] {ai_run(2);};
void() tbaby_run14 =[ $run14, tbaby_run15 ] {ai_run(2);};
void() tbaby_run15 =[ $run15, tbaby_run16 ] {ai_run(2);};
void() tbaby_run16 =[ $run16, tbaby_run17 ] {ai_run(2);};
void() tbaby_run17 =[ $run17, tbaby_run18 ] {ai_run(2);};
void() tbaby_run18 =[ $run18, tbaby_run19 ] {ai_run(2);};
void() tbaby_run19 =[ $run19, tbaby_run20 ] {ai_run(2);};
void() tbaby_run20 =[ $run20, tbaby_run21 ] {ai_run(2);};
void() tbaby_run21 =[ $run21, tbaby_run22 ] {ai_run(2);};
void() tbaby_run22 =[ $run22, tbaby_run23 ] {ai_run(2);};
void() tbaby_run23 =[ $run23, tbaby_run24 ] {ai_run(2);};
void() tbaby_run24 =[ $run24, tbaby_run25 ] {ai_run(2);};
void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);};
//============================================================================
void() Tar_JumpTouch =
{
local float ldmg;
if (self.health <= 0) return;
ai_jumpbreakable(20); // Damage any breakables
if (other.takedamage && other.classname != self.classname) {
if ( vlen(self.velocity) > 400 ) {
ldmg = 10 + 10*random();
// Can only poison the player
if (other.flags & FL_CLIENT && self.poisonous) {
// Check if player is posioned already?
if (other.poisoned) T_Damage (other, self, self, ldmg * 0.25, DAMARMOR);
// Make sure player is posioned
else PoisonDeBuff(other);
}
// Everything else gets the usual tarbaby thump!
else T_Damage (other, self, self, ldmg, DAMARMOR);
sound (self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM);
}
}
else
sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
// Is the tarbaby floating in the air?
if (!checkbottom(self)) {
// Is the tarbaby standing on something?
if (self.flags & FL_ONGROUND) {
self.touch = SUB_Null;
self.think = tbaby_run1;
self.movetype = MOVETYPE_STEP;
self.nextthink = time + 0.1;
}
return; // not on ground yet
}
self.touch = SUB_Null;
if (self.spawnflags & MON_TARBYLESSJUMP) {
// RRP - Ijed (reduce constant jumping around like id version)
// Skill percentage Easy 0% = never jump, Nightmare 60% = good chance
if (random() > skill / 5) self.think = tbaby_run1;
else self.think = tbaby_jump1;
}
// Original ID behaviour, constantly jump around like crazy
else self.think = self.th_jump;
self.nextthink = time + 0.1;
};
//============================================================================
void() tbaby_fly1 =[ $fly1, tbaby_fly2 ] {};
void() tbaby_fly2 =[ $fly2, tbaby_fly3 ] {};
void() tbaby_fly3 =[ $fly3, tbaby_fly4 ] {};
void() tbaby_fly4 =[ $fly4, tbaby_fly1 ] {
self.cnt = self.cnt + 1;
if (self.cnt == 4) {
tbaby_jump5 ();
}
};
//============================================================================
void() tbaby_jump1 =[ $jump1, tbaby_jump2 ] {ai_face();};
void() tbaby_jump2 =[ $jump2, tbaby_jump3 ] {ai_face();};
void() tbaby_jump3 =[ $jump3, tbaby_jump4 ] {ai_face();};
void() tbaby_jump4 =[ $jump4, tbaby_jump5 ] {ai_face();};
void() tbaby_jump5 =[ $jump5, tbaby_jump6 ]
{
self.movetype = MOVETYPE_BOUNCE;
self.touch = Tar_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 200';
self.velocity_z = self.velocity_z + random()*150;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.cnt = 0;
};
void() tbaby_jump6 =[ $jump6, tbaby_fly1 ] {};
//============================================================================
void(entity inflictor, entity attacker, float damage) tbaby_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) {
sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM);
}
};
//=============================================================================
void() tbaby_die1 =[ $exp, tbaby_die2 ] {};
void() tbaby_die2 =[ $exp, tbaby_run1 ] {
// Tarbabies explode when they die
T_RadiusDamage (self, self, self.death_dmg, world, DAMAGEALL);
sound (self, CHAN_BODY, "blob/death1.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION); // Hard coded explosion
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
// Sprite explosion for Fitz engines
// Check for DP particle system as visuals is done with TE_TAREXPLOSION
if (!ext_dppart) SpawnExplosion(EXPLODE_SMALL, self.origin, SOUND_REXP3);
else sound(self, CHAN_WEAPON, SOUND_REXP3, 1, ATTN_NORM);
// Hide monster, do not remove, still playing sound
entity_hide(self);
};
//----------------------------------------------------------------------
void() tbaby_die =
{
// Pre-check routine to tidy up extra entities
monster_death_precheck();
self.takedamage = DAMAGE_NO;
tbaby_die1();
};
//=============================================================================
//QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush x Lessjump
//=============================================================================
void() monster_tarbaby =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_tarbaby.mdl";
self.headmdl = string_null;
precache_model (self.mdl);
self.idle_sound = "blob/sight1.wav";
precache_sound (self.idle_sound);
self.sight_sound = self.idle_sound;
self.pain_sound = self.idle_sound;
precache_sound ("blob/death1.wav");
precache_sound ("blob/hit1.wav");
precache_sound ("blob/land1.wav");
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
if (self.bboxtype < 1) self.bboxtype = BBOX_TALL;
if (self.health < 1) self.health = 80;
self.gibhealth = MON_NEVERGIB; // Cannot be gibbed by weapons
self.gibbed = FALSE;
self.pain_flinch = 20;
self.deathstring = " was slimed by a Spawn\n";
// Allow for extra functionality (death damage and poison)
if (self.death_dmg < 1) self.death_dmg = DAMAGE_TARBABY;
if (self.poisonous < 1) self.poisonous = FALSE;
else self.poisonous = TRUE;
// Always reset Ammo Resistance to be consistent
self.resist_shells = self.resist_nails = 0;
self.resist_rockets = self.resist_cells = 0;
self.th_checkattack = SpawnCheckAttack;
self.th_stand = tbaby_stand1;
self.th_walk = tbaby_walk1;
self.th_run = tbaby_run1;
self.th_jump = tbaby_jump1;
self.th_melee = tbaby_jump1;
self.th_pain = tbaby_pain;
self.th_die = tbaby_die;
self.classtype = CT_MONSPAWN;
self.classgroup = CG_SPAWN;
self.classmove = MON_MOVEWALK;
monster_start();
};