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

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/*==============================================================================
HUNTER OGRE - Mace variant
==============================================================================*/
$cd id1/models/hogremac_c
$origin 0 0 24
$base base
$skin base
// (000) Default stand
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
// (008) Walking
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame walk9 walk10 walk11 walk12
// (020) Walking (alternative)
$frame walkB1 walkB2 walkB3 walkB4 walkB5 walkB6 walkB7 walkB8
$frame walkB9 walkB10 walkB11 walkB12
// (032) Running (classic pose)
$frame run1 run2 run3 run4 run5 run6 run7 run8
// (040) Swing (sideways attack)
$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
// (054) Smash (Overarm attack)
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
// (082) Leap (swing arm over and leap forward)
//$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8
//$frame leap9 leap10 leap11 leap12 leap13 leap14 leap15
// () Turret idle (Turret mode)
$frame turidle1 turidle2 turidle3 turidle4
$frame turidle5 turidle6 turidle7 turidle8
// () Shoot (GL attack - chainsaw down)
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8
// () Shootpain (turret mode)
$frame turpainA1 turpainA2 turpainA3 turpainA4 turpainA5
// () painA - Quick backwards flex
$frame painA1 painA2 painA3 painA4 painA5
// () painB - Stagger backwards
$frame painB1 painB2 painB3 painB4 painB5 painB6 painB7 painB8
$frame painB9 painB10 painB11 painB12 painB13
// () painC - Fall down
$frame painC1 painC2 painC3 painC4 painC5 painC6 painC7 painC8
$frame painC9 painC10 painC11 painC12 painC13 painC14 painC15 painC16 painC17
// () turretWake (turret mode)
$frame turwake1 turwake2 turwake3 turwake4
// () turretRelease (turret mode)
$frame turrel1 turrel2 turrel3 turrel4
// () deathA (Forward)
$frame deathA1 deathA2 deathA3 deathA4 deathA5 deathA6 deathA7 deathA8
$frame deathA9 deathA10
// () deathB (Backward)
$frame deathB1 deathB2 deathB3 deathB4 deathB5 deathB6 deathB7 deathB8
$frame deathB9 deathB10 deathB11 deathB12 deathB13 deathB14
void(float soundtype) hogremac_sound;
//======================================================================
void() hogremac_stand1 =[ $stand1, hogremac_stand2 ] {monster_idle_sound(); ai_stand();};
void() hogremac_stand2 =[ $stand2, hogremac_stand3 ] {ai_stand();};
void() hogremac_stand3 =[ $stand3, hogremac_stand4 ] {ai_stand();};
void() hogremac_stand4 =[ $stand4, hogremac_stand5 ] {ai_stand();};
void() hogremac_stand5 =[ $stand5, hogremac_stand6 ] {ai_stand();};
void() hogremac_stand6 =[ $stand6, hogremac_stand7 ] {ai_stand();};
void() hogremac_stand7 =[ $stand7, hogremac_stand8 ] {ai_stand();};
void() hogremac_stand8 =[ $stand8, hogremac_stand1 ] {ai_stand();};
//======================================================================
void() hogremac_walkB1 =[ $walkB1, hogremac_walkB2 ] {ai_walk(4);};
void() hogremac_walkB2 =[ $walkB2, hogremac_walkB3 ] {ai_walk(6);};
void() hogremac_walkB3 =[ $walkB3, hogremac_walkB4 ] {monster_idle_sound(); ai_walk(6);};
void() hogremac_walkB4 =[ $walkB4, hogremac_walkB5 ] {ai_walk(4);};
void() hogremac_walkB5 =[ $walkB5, hogremac_walkB6 ] {monster_footstep(FALSE); ai_walk(0);};
void() hogremac_walkB6 =[ $walkB6, hogremac_walkB7 ] {ai_walk(0);};
void() hogremac_walkB7 =[ $walkB7, hogremac_walkB8 ] {ai_walk(6);};
void() hogremac_walkB8 =[ $walkB8, hogremac_walkB9 ] {ai_walk(7);
if (random() < 0.1) hogremac_sound(1);};
void() hogremac_walkB9 =[ $walkB9, hogremac_walkB10] {ai_walk(6);};
void() hogremac_walkB10 =[ $walkB10, hogremac_walkB11] {ai_walk(2);};
void() hogremac_walkB11 =[ $walkB11, hogremac_walkB12] {monster_footstep(FALSE);ai_walk(0);};
void() hogremac_walkB12 =[ $walkB12, hogremac_walk1 ] {ai_walk(0);};
//======================================================================
void() hogremac_walk1 =[ $walk1, hogremac_walk2 ] {ai_walk(4);};
void() hogremac_walk2 =[ $walk2, hogremac_walk3 ] {ai_walk(4);};
void() hogremac_walk3 =[ $walk3, hogremac_walk4 ] {monster_idle_sound(); ai_walk(4);};
void() hogremac_walk4 =[ $walk4, hogremac_walk5 ] {ai_walk(4);};
void() hogremac_walk5 =[ $walk5, hogremac_walk6 ] {ai_walk(4);};
void() hogremac_walk6 =[ $walk6, hogremac_walk7 ] {monster_footstep(FALSE); ai_walk(4);};
void() hogremac_walk7 =[ $walk7, hogremac_walk8 ] {ai_walk(4);};
void() hogremac_walk8 =[ $walk8, hogremac_walk9 ] {ai_walk(4);};
void() hogremac_walk9 =[ $walk9, hogremac_walk10] {ai_walk(4);
if (random() < 0.1) hogremac_sound(1);};
void() hogremac_walk10 =[ $walk10, hogremac_walk11] {ai_walk(4);};
void() hogremac_walk11 =[ $walk11, hogremac_walk12] {ai_walk(3);};
void() hogremac_walk12 =[ $walk12, hogremac_walk1 ] {monster_footstep(FALSE);
if (random() < 0.05) self.think = hogremac_walkB1;
ai_walk(4);};
//======================================================================
void() hogremac_run1 =[ $run1, hogremac_run2 ] {monster_idle_sound(); ai_run(8);};
void() hogremac_run2 =[ $run2, hogremac_run3 ] {monster_footstep(FALSE); ai_run(13);};
void() hogremac_run3 =[ $run3, hogremac_run4 ] {ai_run(13);};
void() hogremac_run4 =[ $run4, hogremac_run5 ] {ai_run(13);};
void() hogremac_run5 =[ $run5, hogremac_run6 ] {ai_run(8);};
void() hogremac_run6 =[ $run6, hogremac_run7 ] {monster_footstep(FALSE); ai_run(16);};
void() hogremac_run7 =[ $run7, hogremac_run8 ] {ai_run(18);};
void() hogremac_run8 =[ $run8, hogremac_run1 ] {ai_run(13);};
/*======================================================================
New Mace attack
======================================================================*/
void() hogremac_swing1 =[ $swing1, hogremac_swing2 ] {ai_charge(10);};
void() hogremac_swing2 =[ $swing2, hogremac_swing3 ] {ai_charge(10);hogremac_sound(4);};
void() hogremac_swing3 =[ $swing3, hogremac_swing4 ] {ai_charge(6);};
void() hogremac_swing4 =[ $swing4, hogremac_swing5 ] {ai_charge(6);};
void() hogremac_swing5 =[ $swing5, hogremac_swing6 ] {ai_charge(7);};
void() hogremac_swing6 =[ $swing6, hogremac_swing7 ] {ai_forward(7);
self.meleecontact = TRUE;ai_meleesmash(20);self.meleecontact = FALSE;};
void() hogremac_swing7 =[ $swing7, hogremac_swing8 ] {ai_forward(4);monster_footstep(FALSE);};
void() hogremac_swing8 =[ $swing8, hogremac_swing9 ] {ai_forward(4);};
void() hogremac_swing9 =[ $swing9, hogremac_swing10 ] {ai_forward(4);};
void() hogremac_swing10=[ $swing10, hogremac_swing11 ] {ai_forward(4);};
void() hogremac_swing11=[ $swing11, hogremac_swing12 ] {ai_forward(4);};
void() hogremac_swing12=[ $swing12, hogremac_swing13 ] {ai_face();monster_footstep(FALSE);};
void() hogremac_swing13=[ $swing13, hogremac_swing14 ] {ai_face();};
void() hogremac_swing14=[ $swing14, hogremac_run1 ] {ai_face();};
//----------------------------------------------------------------------
void() hogremac_smash1 =[ $smash1, hogremac_smash2 ] {ai_charge(9);};
void() hogremac_smash2 =[ $smash2, hogremac_smash3 ] {ai_charge(9);hogreham_sound(1);};
void() hogremac_smash3 =[ $smash3, hogremac_smash4 ] {ai_charge(9);};
void() hogremac_smash4 =[ $smash4, hogremac_smash5 ] {ai_charge(12);};
void() hogremac_smash5 =[ $smash5, hogremac_smash6 ] {ai_charge(12);};
void() hogremac_smash6 =[ $smash6, hogremac_smash7 ] {ai_charge(5);};
void() hogremac_smash7 =[ $smash7, hogremac_smash8 ] {ai_charge(5);};
void() hogremac_smash8 =[ $smash8, hogremac_smash9 ] {ai_face();monster_footstep(FALSE);};
void() hogremac_smash9 =[ $smash9, hogremac_smash10 ] {ai_face();};
void() hogremac_smash10=[ $smash10, hogremac_smash11 ] {ai_face();
self.meleecontact = TRUE;ai_meleesmash(30);self.meleecontact = FALSE;
makevectors (self.angles); // Put impact infront of ogre
self.finalangle = self.origin + (v_forward * 56) + (-v_up * 22);
particle_explode(self.finalangle, 24, 0.5, PARTICLE_BURST_FIRE, PARTICLE_BURST_SHOCKWAVE);
sound (self, CHAN_WEAPON, "ogre/ham_hit.wav", 1, ATTN_IDLE);
};
void() hogremac_smash11=[ $smash11, hogremac_smash12 ] {};
void() hogremac_smash12=[ $smash12, hogremac_smash13 ] {};
void() hogremac_smash13=[ $smash13, hogremac_smash14 ] {ai_face();};
void() hogremac_smash14=[ $smash14, hogremac_run1 ] {ai_face();};
//----------------------------------------------------------------------
void() hogremac_melee =
{
// Mace ogres don't get interrupted with pain for melee
self.pain_finished = time + 2;
self.lip = random();
if (self.lip < 0.5) hogremac_smash1();
else hogremac_swing1();
};
/*======================================================================
Jump forward (leaving ground) and do heavy damage
======================================================================
void() hogre_leap11;
void() hogre_JumpTouch =
{
local float ldmg;
if (self.health <= 0) return;
ai_jumpbreakable(30); // Damage any breakables
self.touch = SUB_Null; // No more touching
self.think = hogre_leap11; // Exit frame
if ( CanDamage(other, self) ) {
if ( vlen(self.velocity) > 300 ) {
ldmg = 20 + 10*random();
T_Damage (other, self, self, ldmg, DAMARMOR);
spawn_touchblood (self, self.enemy, ldmg*3);
}
}
// Next timer
self.nextthink = time + 0.1;
};
//----------------------------------------------------------------------
void() hogre_leap1 =[ $leap1, hogre_leap2 ] {ai_charge(5);hogre_sound(4);
self.jump_flag = time + MONAI_JUMPHOGRETIME;
self.pain_finished = time + 1;};
void() hogre_leap2 =[ $leap2, hogre_leap3 ] {ai_charge(12);};
void() hogre_leap3 =[ $leap3, hogre_leap4 ] {ai_charge(12);};
void() hogre_leap4 =[ $leap4, hogre_leap5 ] {ai_charge(15);};
void() hogre_leap5 =[ $leap5, hogre_leap6 ] {ai_charge(7);};
void() hogre_leap6 =[ $leap6, hogre_leap7 ] {ai_charge(14);};
void() hogre_leap7 =[ $leap7, hogre_leap8 ] {ai_charge(13);
self.touch = hogre_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 350 + '0 0 200';
if (self.flags & FL_ONGROUND) self.flags = self.flags - FL_ONGROUND;
};
void() hogre_leap8 =[ $leap8, hogre_leap9 ] {ai_face();}; // Inflight frames
void() hogre_leap9 =[ $leap9, hogre_leap10] {ai_face();};
void() hogre_leap10=[ $leap10,hogre_leap10] {ai_face();};
//----------------------------------------------------------------------
void() hogre_leap11 =[ $leap11, hogre_leap12 ] {chainsaw(0,2);};
void() hogre_leap12 =[ $leap12, hogre_leap13 ] {chainsaw(0,1.75);};
void() hogre_leap13 =[ $leap13, hogre_leap14 ] {chainsaw(0,1.5);};
void() hogre_leap14 =[ $leap14, hogre_leap15 ] {};
void() hogre_leap15 =[ $leap15, hogre_run1 ] {};
*/
/*======================================================================
OgreFireGrenade (use version in mon_ogre.qc)
======================================================================*/
void() hogremac_shoot1 =[ $shoot1, hogremac_shoot2 ] {ai_face();
MonsterGrenadeSound(); self.attack_speed = MonsterGrenadeSpeed();
self.attack_elev = SUB_Elevation(ELEV_DEFAULT, self.origin, self.enemy.origin, self.attack_speed); };
void() hogremac_shoot2 =[ $shoot2, hogremac_shoot3 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed); };
void() hogremac_shoot3 =[ $shoot3, hogremac_shoot4 ] {ai_face();
self.attack_elev = SUB_Elevation(self.attack_elev, self.origin, self.enemy.origin, self.attack_speed); };
void() hogremac_shoot4 =[ $shoot4, hogremac_shoot5 ] {ai_face();
MonsterFireGrenade(self.origin, self.enemy.origin);};
void() hogremac_shoot5 =[ $shoot5, hogremac_shoot6 ] {ai_face();};
void() hogremac_shoot6 =[ $shoot6, hogremac_shoot7 ] {ai_face();};
void() hogremac_shoot7 =[ $shoot7, hogremac_run1 ] {ai_face();};
//======================================================================
// painA - Quick backwards flex
//----------------------------------------------------------------------
void() hogremac_painA1 =[ $painA1, hogremac_painA2 ] {};
void() hogremac_painA2 =[ $painA2, hogremac_painA3 ] {};
void() hogremac_painA3 =[ $painA3, hogremac_painA4 ] {};
void() hogremac_painA4 =[ $painA4, hogremac_painA5 ] {};
void() hogremac_painA5 =[ $painA5, hogremac_run1 ] {};
//----------------------------------------------------------------------
// painB - Stagger backwards
//----------------------------------------------------------------------
void() hogremac_painB1 =[ $painB1, hogremac_painB2 ] {ai_pain(7);};
void() hogremac_painB2 =[ $painB2, hogremac_painB3 ] {ai_pain(5);};
void() hogremac_painB3 =[ $painB3, hogremac_painB4 ] {};
void() hogremac_painB4 =[ $painB4, hogremac_painB5 ] {monster_footstep(FALSE); };
void() hogremac_painB5 =[ $painB5, hogremac_painB6 ] {};
void() hogremac_painB6 =[ $painB6, hogremac_painB7 ] {ai_forward(2);};
void() hogremac_painB7 =[ $painB7, hogremac_painB8 ] {ai_forward(2);};
void() hogremac_painB8 =[ $painB8, hogremac_painB9 ] {ai_forward(2);};
void() hogremac_painB9 =[ $painB9, hogremac_painB10 ] {ai_forward(2);};
void() hogremac_painB10=[ $painB10, hogremac_painB11 ] {ai_forward(2);};
void() hogremac_painB11=[ $painB11, hogremac_painB12 ] {ai_forward(2);};
void() hogremac_painB12=[ $painB12, hogremac_painB13 ] {ai_forward(2);};
void() hogremac_painB13=[ $painB13, hogremac_run1 ] {monster_footstep(FALSE); ai_forward(2);};
//----------------------------------------------------------------------
// painC - Fall down
//----------------------------------------------------------------------
void() hogremac_painC1 =[ $painC1, hogremac_painC2 ] {ai_pain(5);};
void() hogremac_painC2 =[ $painC2, hogremac_painC3 ] {ai_pain(2);};
void() hogremac_painC3 =[ $painC3, hogremac_painC4 ] {};
void() hogremac_painC4 =[ $painC4, hogremac_painC5 ] {};
void() hogremac_painC5 =[ $painC5, hogremac_painC6 ] {hogremac_sound(3);}; // Ogre hits floor
void() hogremac_painC6 =[ $painC6, hogremac_painC7 ] {};
void() hogremac_painC7 =[ $painC7, hogremac_painC8 ] {};
void() hogremac_painC8 =[ $painC8, hogremac_painC9 ] {};
void() hogremac_painC9 =[ $painC9, hogremac_painC10] {};
void() hogremac_painC10=[ $painC10, hogremac_painC11] {monster_footstep(FALSE);};
void() hogremac_painC11=[ $painC11, hogremac_painC12] {};
void() hogremac_painC12=[ $painC12, hogremac_painC13] {};
void() hogremac_painC13=[ $painC13, hogremac_painC14] {monster_footstep(FALSE);ai_forward(3);};
void() hogremac_painC14=[ $painC14, hogremac_painC15] {ai_forward(4);};
void() hogremac_painC15=[ $painC15, hogremac_painC16] {ai_forward(4);};
void() hogremac_painC16=[ $painC16, hogremac_painC17] {ai_forward(5);};
void() hogremac_painC17=[ $painC17, hogremac_run1 ] {ai_forward(4);};
//======================================================================
void(entity inflictor, entity attacker, float damage) hogremac_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);
if (self.pain_check == 1) {
// Randomly pick which pain animation to play
self.lip = random();
if (self.lip < 0.65) hogremac_painA1 ();
else if (self.lip < 0.85) {
self.pain_finished = time + 2;
// Stagger backwards
hogremac_painB1 ();
}
else {
self.pain_finished = time + 2;
// Fall on the floor
hogremac_painC1 ();
}
}
if (self.pain_check == 2) {
// reset axe hit and setup short pain recovery
self.axhitme = 0;
if (random() < 0.5) {
self.pain_finished = time + 1.3;
hogremac_painC1 (); // Fall to ground
}
else {
self.pain_finished = time + 1.7;
hogremac_painB1 (); // Stagger backwards
}
}
}
};
//----------------------------------------------------------------------
// deathA (Forward)
//----------------------------------------------------------------------
void() hogremac_dieA1 =[ $deathA1, hogremac_dieA2 ] {ai_forward(14);};
void() hogremac_dieA2 =[ $deathA2, hogremac_dieA3 ] {monster_check_gib();ai_forward(14);};
void() hogremac_dieA3 =[ $deathA3, hogremac_dieA4 ] {monster_check_gib();ai_forward(3);
self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); };
void() hogremac_dieA4 =[ $deathA4, hogremac_dieA5 ] {ai_forward(1);};
void() hogremac_dieA5 =[ $deathA5, hogremac_dieA6 ] {ai_forward(1);};
void() hogremac_dieA6 =[ $deathA6, hogremac_dieA7 ] {ai_forward(1);};
void() hogremac_dieA7 =[ $deathA7, hogremac_dieA8 ] {};
void() hogremac_dieA8 =[ $deathA8, hogremac_dieA9 ] {hogremac_sound(3);}; // Chainsaw hits floor
void() hogremac_dieA9 =[ $deathA9, hogremac_dieA10 ] {monster_death_postcheck();};
void() hogremac_dieA10 =[ $deathA10, hogremac_dieA10 ] {};
//----------------------------------------------------------------------
// deathB (Backward)
//----------------------------------------------------------------------
void() hogremac_dieB1 =[ $deathB1, hogremac_dieB2 ] {ai_back(4);};
void() hogremac_dieB2 =[ $deathB2, hogremac_dieB3 ] {monster_check_gib();ai_back(10);};
void() hogremac_dieB3 =[ $deathB3, hogremac_dieB4 ] {monster_check_gib();ai_back(3);
self.solid = SOLID_NOT; if (!self.gibbed) DropBackpack(); };
void() hogremac_dieB4 =[ $deathB4, hogremac_dieB5 ] {ai_back(1);};
void() hogremac_dieB5 =[ $deathB5, hogremac_dieB6 ] {};
void() hogremac_dieB6 =[ $deathB6, hogremac_dieB7 ] {};
void() hogremac_dieB7 =[ $deathB7, hogremac_dieB8 ] {ai_back(1);};
void() hogremac_dieB8 =[ $deathB8, hogremac_dieB9 ] {ai_back(1);};
void() hogremac_dieB9 =[ $deathB9, hogremac_dieB10] {hogremac_sound(3);}; // Chainsaw hits floor
void() hogremac_dieB10=[ $deathB10, hogremac_dieB11] {};
void() hogremac_dieB11=[ $deathB11, hogremac_dieB12] {};
void() hogremac_dieB12=[ $deathB12, hogremac_dieB13] {};
void() hogremac_dieB13=[ $deathB13, hogremac_dieB14] {monster_death_postcheck();};
void() hogremac_dieB14=[ $deathB14, hogremac_dieB14] {};
//======================================================================
void() hogremac_die =
{
// Pre-check routine to tidy up extra entities
monster_death_precheck();
if (!self.gibbed) {
sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
if (self.lip < 0.5) hogremac_dieA1();
else hogremac_dieB1();
}
};
//============================================================================
void(float soundtype) hogremac_sound =
{
if (soundtype == 1) sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
else if (soundtype == 2) sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
else if (soundtype == 3) sound (self, CHAN_WEAPON, GIB_SOUND_WOOD, 1, ATTN_NORM);
else if (soundtype == 4) sound (self, CHAN_VOICE, "ogre/ham_swipe.wav", 1, ATTN_IDLE);
};
//----------------------------------------------------------------------
// Special wakeup animation for attacking/breaking something infront
// The monster should be setup facing the right direction before call
// Starts in large overhead swing downwards (no damage checks)
//----------------------------------------------------------------------
void() hogremac_wakeup1a =[ $smash7, hogremac_wakeup2a ] {monster_sightsound();};
void() hogremac_wakeup2a =[ $smash6, hogremac_wakeup3a ] {};
void() hogremac_wakeup3a =[ $smash8, hogremac_wakeup4a ] {};
void() hogremac_wakeup4a =[ $smash9, hogremac_wakeup5a ] {};
void() hogremac_wakeup5a =[ $smash10, hogremac_wakeup6a ] {};
void() hogremac_wakeup6a =[ $smash11, hogremac_wakeup7a ] {};
void() hogremac_wakeup7a =[ $smash12, hogremac_wakeup8a ] {};
void() hogremac_wakeup8a =[ $smash13, hogremac_wakeup9a ] {};
void() hogremac_wakeup9a =[ $smash14, hogremac_run1 ] {};
/*======================================================================
/*QUAKED monster_hogremac (0.5 0.75 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
{ model(":progs/mon_hogremac.mdl"); }
Ogre, 200 health points.
-------- KEYS --------
-------- SPAWNFLAGS --------
METAL : Chain mail metal armour and +100HP
-------- NOTES --------
======================================================================*/
void() monster_hogremac =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_hogremac.mdl"; // New Ogre Model
self.headmdl = "progs/h_hogre.mdl"; // Large Head
self.gib1mdl = "progs/w_ogremac.mdl"; // Heavy Mace
self.gib2mdl = "progs/gib_ogfoot1.mdl"; // Left foot
self.gib3mdl = "progs/gib_ogfoot2.mdl"; // Right foot
self.gib4mdl = "progs/w_ogregl.mdl"; // Grenade Launcher
precache_model (self.mdl);
precache_model (self.headmdl);
precache_model (MODEL_PROJ_GRENADE);
precache_model (self.gib1mdl);
precache_model (self.gib2mdl);
precache_model (self.gib3mdl);
precache_model (self.gib4mdl);
self.gib1sound = GIB_IMPACT_WOOD;
// Random chance to switch GL for mace
if (random() < 0.5) self.gib1mdl = self.gib4mdl;
self.gib4mdl = "";
self.idle_sound = "ogre/ogidle.wav";
precache_sound (self.idle_sound);
self.idle_soundcom = "ogre/ogidle2.wav";
precache_sound (self.idle_soundcom);
precache_sound ("ogre/ogdrag.wav"); // Chainsaw scrap on floor sound
precache_sound ("ogre/ogdth.wav"); // Death sound
self.pain_sound = "ogre/ogpain1.wav";
precache_sound (self.pain_sound); // Pain
precache_sound ("ogre/ogsawatk.wav"); // Attack
precache_sound ("ogre/ham_swipe.wav"); // mace swipe
precache_sound ("ogre/ham_hit.wav"); // mace hit ground
self.meleehitsound = GIB_SOUND_HEAVY;
precache_sound (self.meleehitsound); // mace hit
self.sight_sound = "ogre/ogwake.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_WIDE;
// Standard ogre health 200 with metal+ option
if (self.health < 1) self.health = 200;
if (self.spawnflags & MON_HOGRE_METAL) {
self.health = self.health + MON_HOGRE_METUPG;
self.skin = 1;
}
// Check for poisonous entity flag
if (self.poisonous) {
precache_poisongibs(); // precache gibs
self.gibtype = GIBTYPE_POISON; // Poisonous blood trails
precache_model (MODEL_PROJ_GRENADEGRN);
}
self.gibhealth = -80;
self.gibbed = FALSE;
self.pain_flinch = 30;
self.pain_longanim = TRUE;
self.steptype = FS_TYPEMEDIUM;
self.meleecontact = FALSE; // Smash contact
self.meleerange = MONAI_MELEEBLUNTOGRE; // Blunt mace attack
self.deathstring = " was smashed by a Mace Ogre\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 = OgreCheckAttack;
self.th_stand = hogremac_stand1;
self.th_walk = hogremac_walk1;
self.th_run = hogremac_run1;
self.th_die = hogremac_die;
self.th_melee = hogremac_melee;
self.th_missile = hogremac_shoot1;
// self.th_jump = hogre_leap1;
self.th_pain = hogremac_pain;
self.th_wakeup = hogremac_wakeup1a;
self.ammo_rockets = 2;
self.classtype = CT_MONHOGREMAC; // new style hunter ogre
self.classgroup = CG_OGRE; // One big happy ogre family!
self.classmove = MON_MOVEWALK;
monster_start();
};