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

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/*==============================================================================
DOG
==============================================================================*/
$cd id1/models/dog
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 deathb9
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8
$frame painb9 painb10 painb11 painb12 painb13 painb14 painb15 painb16
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
// Idle 1 - Growling
$frame idlea1 idlea2 idlea3 idlea4 idlea5 idlea6 idlea7 idlea8
$frame idlea9 idlea10 idlea11 idlea12 idlea13 idlea14 idlea15 idlea16
$frame idlea17 idlea18
// Idle 2 - Sniffing ground
$frame idleb1 idleb2 idleb3 idleb4 idleb5 idleb6 idleb7 idleb8
$frame idleb9 idleb10 idleb11 idleb12 idleb13 idleb14
// Walk B - walking and sniffing
$frame walkb1 walkb2 walkb3 walkb4 walkb5 walkb6 walkb7 walkb8
// Idle 3 - Howling at the moon
$frame idlec1 idlec2 idlec3 idlec4 idlec5 idlec6 idlec7 idlec8
$frame idlec9 idlec10 idlec11 idlec12 idlec13 idlec14
void() dog_walkb1;
//============================================================================
void() dog_idlea1 =[ $idlea1, dog_idlea2 ] {self.idlebusy = TRUE;
monster_idle_sound(); ai_stand();};
void() dog_idlea2 =[ $idlea2, dog_idlea3 ] {ai_stand();};
void() dog_idlea3 =[ $idlea3, dog_idlea4 ] {ai_stand();};
void() dog_idlea4 =[ $idlea4, dog_idlea5 ] {ai_stand();};
void() dog_idlea5 =[ $idlea5, dog_idlea6 ] {ai_stand();};
void() dog_idlea6 =[ $idlea6, dog_idlea7 ] {ai_stand();};
void() dog_idlea7 =[ $idlea7, dog_idlea8 ] {ai_stand();};
void() dog_idlea8 =[ $idlea8, dog_idlea9 ] {ai_stand();};
void() dog_idlea9 =[ $idlea9, dog_idlea10 ] {ai_stand();};
void() dog_idlea10=[ $idlea10, dog_idlea11 ] {ai_stand();};
void() dog_idlea11=[ $idlea11, dog_idlea12 ] {ai_stand();};
void() dog_idlea12=[ $idlea12, dog_idlea13 ] {ai_stand();};
void() dog_idlea13=[ $idlea13, dog_idlea14 ] {ai_stand();};
void() dog_idlea14=[ $idlea14, dog_idlea15 ] {ai_stand();};
void() dog_idlea15=[ $idlea15, dog_idlea16 ] {ai_stand();};
void() dog_idlea16=[ $idlea16, dog_idlea17 ] {ai_stand();};
void() dog_idlea17=[ $idlea17, dog_idlea18 ] {ai_stand();};
void() dog_idlea18=[ $idlea18, dog_stand1 ] {ai_stand();};
//============================================================================
void() dog_idleb1 =[ $idleb1, dog_idleb2 ] {self.idlebusy = TRUE;
monster_idle_sound(); ai_stand();};
void() dog_idleb2 =[ $idleb2, dog_idleb3 ] {ai_stand();};
void() dog_idleb3 =[ $idleb3, dog_idleb4 ] {ai_stand();};
void() dog_idleb4 =[ $idleb4, dog_idleb5 ] {ai_stand();};
void() dog_idleb5 =[ $idleb5, dog_idleb6 ] {ai_stand();};
void() dog_idleb6 =[ $idleb6, dog_idleb7 ] {ai_stand();};
void() dog_idleb7 =[ $idleb7, dog_idleb8 ] {ai_stand();};
void() dog_idleb8 =[ $idleb8, dog_idleb9 ] {ai_stand();};
void() dog_idleb9 =[ $idleb9, dog_idleb10 ] {ai_stand();};
void() dog_idleb10=[ $idleb10, dog_idleb11 ] {ai_stand();};
void() dog_idleb11=[ $idleb11, dog_idleb12 ] {ai_stand();};
void() dog_idleb12=[ $idleb12, dog_idleb13 ] {ai_stand();};
void() dog_idleb13=[ $idleb13, dog_idleb14 ] {ai_stand();};
void() dog_idleb14=[ $idleb14, dog_stand1 ] {ai_stand();};
//============================================================================
void() dog_idlec1 =[ $idlec1, dog_idlec2 ] {self.idlebusy = TRUE;
monster_idle_sound(); ai_stand();};
void() dog_idlec2 =[ $idlec2, dog_idlec3 ] {ai_stand();};
void() dog_idlec3 =[ $idlec3, dog_idlec4 ] {ai_stand();};
void() dog_idlec4 =[ $idlec4, dog_idlec5 ] {ai_stand();};
void() dog_idlec5 =[ $idlec5, dog_idlec6 ] {ai_stand();};
void() dog_idlec6 =[ $idlec6, dog_idlec7 ] {ai_stand();};
void() dog_idlec7 =[ $idlec7, dog_idlec8 ] {ai_stand();};
void() dog_idlec8 =[ $idlec8, dog_idlec9 ] {ai_stand();};
void() dog_idlec9 =[ $idlec9, dog_idlec10 ] {ai_stand();};
void() dog_idlec10=[ $idlec10, dog_idlec11 ] {ai_stand();};
void() dog_idlec11=[ $idlec11, dog_idlec12 ] {ai_stand();};
void() dog_idlec12=[ $idlec12, dog_idlec13 ] {ai_stand();};
void() dog_idlec13=[ $idlec13, dog_idlec14 ] {ai_stand();};
void() dog_idlec14=[ $idlec14, dog_stand1 ] {ai_stand();};
//============================================================================
void() dog_stand1 =[ $stand1, dog_stand2 ] {self.idlebusy = FALSE; ai_stand();};
void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();};
void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();};
void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();};
void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();};
void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();};
void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();};
void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();};
void() dog_stand9 =[ $stand9, dog_stand1 ] {
if (random() < MON_IDLE_ANIMATION) {
self.lip = random();
if (self.lip < 0.2) self.think = dog_idlec1; // Howling at moon
else if (self.lip < 0.4) self.think = dog_idleb1; // sniff ground
else self.think = dog_idlea1; // Growling
}
ai_stand();
};
//============================================================================
void() dog_walk1 =[ $walk1 , dog_walk2 ] {monster_idle_sound(); ai_walk(8);};
void() dog_walk2 =[ $walk2 , dog_walk3 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);};
void() dog_walk4 =[ $walk4 , dog_walk5 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);};
void() dog_walk6 =[ $walk6 , dog_walk7 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);};
void() dog_walk8 =[ $walk8 , dog_walk1 ] {
// Random chance the dog will sniff the ground when walking/patrolling
if (random() < MON_IDLE_ANIMATION) self.think = dog_walkb1;
monster_footstep(FALSE); ai_walk(8);
};
//----------------------------------------------------------------------
void() dog_walkb1 =[ $walkb1 , dog_walkb2 ] {self.idlebusy = TRUE; monster_idle_sound();ai_walk(8);};
void() dog_walkb2 =[ $walkb2 , dog_walkb3 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walkb3 =[ $walkb3 , dog_walkb4 ] {ai_walk(8);};
void() dog_walkb4 =[ $walkb4 , dog_walkb5 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walkb5 =[ $walkb5 , dog_walkb6 ] {ai_walk(8);};
void() dog_walkb6 =[ $walkb6 , dog_walkb7 ] {monster_footstep(FALSE); ai_walk(8);};
void() dog_walkb7 =[ $walkb7 , dog_walkb8 ] {ai_walk(8);};
void() dog_walkb8 =[ $walkb8 , dog_walk1 ] {monster_footstep(FALSE); ai_walk(8);};
//============================================================================
void() dog_run1 =[ $run1 , dog_run2 ] {monster_idle_sound(); ai_run(16);};
void() dog_run2 =[ $run2 , dog_run3 ] {monster_footstep(FALSE); ai_run(32);};
void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);};
void() dog_run4 =[ $run4 , dog_run5 ] {monster_footstep(FALSE); ai_run(20);};
void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);};
void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);};
void() dog_run7 =[ $run7 , dog_run8 ] {monster_footstep(FALSE); ai_run(16);};
void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);};
void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);};
void() dog_run10 =[ $run10 , dog_run11 ] {monster_footstep(FALSE); ai_run(20);};
void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);};
void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);};
//===========================================================================
// melee - dog_bite
// Standardized layout (matching ai_melee (aisubs.qc)
// Added z depth check on attacks +/- 64 units
// Added extra blood (touch version, no arc)
// Changed some explicit values to constant variables
//===========================================================================
void() dog_bite =
{
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_MELEEDOG)) return; // Too far away
// Can the target bleed?
if (!self.enemy.takedamage) return;
// Dog bite is nasty damage (1-24)
ldmg = (random() + random() + random()) * 8;
if (ldmg < 1) ldmg = 1;
T_Damage (self.enemy, self, self, ldmg, DAMARMOR);
// Check for poisonous attribute (new poison version)
if (self.poisonous) PoisonDeBuff(self.enemy);
// Spawn some blood from mouth
spawn_touchblood (self, self.enemy, ldmg*3);
};
//----------------------------------------------------------------------
void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);};
void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);};
void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);};
void() dog_atta4 =[ $attack4, dog_atta5 ] {
sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
dog_bite();};
void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);};
void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);};
void() dog_atta7 =[ $attack7, dog_atta8 ] {monster_footstep(FALSE);ai_charge(10);};
void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);};
//============================================================================
// range - springy feet
//============================================================================
void() Dog_JumpTouch =
{
local float ldmg;
if (self.health < 1) 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
// Keep track of how many times touched the same object
if (self.jumptouch == other) self.jump_flag = time + MONAI_JUMPTIMEOUT;
self.jumptouch = other; // Keep track of touch target
// Do not damage other dogs with jump attacks
// Prevents packs from killing themselves
if (self.classtype != other.classtype && other.takedamage) {
if ( vlen(self.velocity) > 300 ) {
ldmg = 10 + 10*random();
T_Damage (other, self, self, ldmg, DAMARMOR);
// Spawn some touch blood (no explicit direction)
spawn_touchblood (self.enemy, self.enemy, ldmg*3);
// Check for poisonous attribute (new poison version)
if (self.poisonous) PoisonDeBuff(self.enemy);
}
}
// Is the dog floating in the air?
if (!checkbottom(self)) {
// Is the dog 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() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();};
void() dog_leap2 =[ $leap2, dog_leap3 ] {
ai_face();
self.jump_flag = time; // No jump time limits
self.touch = Dog_JumpTouch;
makevectors (self.angles);
self.velocity = v_forward * 300 + '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() dog_leap3 =[ $leap3, dog_leap4 ] {};
void() dog_leap4 =[ $leap4, dog_leap5 ] {};
void() dog_leap5 =[ $leap5, dog_leap6 ] {};
void() dog_leap6 =[ $leap6, dog_leap6 ] {
// Double check monster is still falling?
if (CheckZeroVector(self.velocity) || self.oldorigin == self.origin) {
self.ideal_yaw = random() * 360; //random jump angle
self.think = dog_leap2;
}
self.oldorigin = self.origin;
};
void() dog_leap7 =[ $leap7, dog_leap8 ] {monster_footstep(FALSE);};
void() dog_leap8 =[ $leap8, dog_leap9 ] {monster_footstep(FALSE);};
void() dog_leap9 =[ $leap9, dog_run1 ] {ai_resetangles();};
/*======================================================================
PAIN
========================================================================*/
void() dog_pain1 =[ $pain1 , dog_pain2 ] {};
void() dog_pain2 =[ $pain2 , dog_pain3 ] {};
void() dog_pain3 =[ $pain3 , dog_pain4 ] {};
void() dog_pain4 =[ $pain4 , dog_pain5 ] {};
void() dog_pain5 =[ $pain5 , dog_pain6 ] {};
void() dog_pain6 =[ $pain6 , dog_run1 ] {monster_footstep(FALSE);};
//----------------------------------------------------------------------
void() dog_painb1 =[ $painb1 , dog_painb2 ] {};
void() dog_painb2 =[ $painb2 , dog_painb3 ] {};
void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);};
void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);};
void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);};
void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);};
void() dog_painb7 =[ $painb7 , dog_painb8 ] {};
void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);};
void() dog_painb9 =[ $painb9 , dog_painb10 ] {};
void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);};
void() dog_painb11 =[ $painb11 , dog_painb12 ] {monster_footstep(FALSE);};
void() dog_painb12 =[ $painb12 , dog_painb13 ] {monster_footstep(FALSE);};
void() dog_painb13 =[ $painb13 , dog_painb14 ] {};
void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
void() dog_painb16 =[ $painb16 , dog_run1 ] {};
//----------------------------------------------------------------------
void(entity inflictor, entity attacker, float damage) dog_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 || self.pain_check == 2) {
// Randomly pick which pain animation to play
if (random() > 0.5) dog_pain1 ();
else {
dog_painb1 (); // roll over
self.pain_finished = time + 2; // long animation
}
}
}
};
//============================================================================
void() dog_die1 =[ $death1, dog_die2 ] {};
void() dog_die2 =[ $death2, dog_die3 ] {monster_check_gib();};
void() dog_die3 =[ $death3, dog_die4 ] {monster_check_gib();
self.solid = SOLID_NOT;};
void() dog_die4 =[ $death4, dog_die5 ] {};
void() dog_die5 =[ $death5, dog_die6 ] {};
void() dog_die6 =[ $death6, dog_die7 ] {};
void() dog_die7 =[ $death7, dog_die8 ] {};
void() dog_die8 =[ $death8, dog_die9 ] {monster_death_postcheck();};
void() dog_die9 =[ $death9, dog_die9 ] {monster_deadbody_check();};
//----------------------------------------------------------------------
void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {};
void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {monster_check_gib();};
void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {monster_check_gib();
self.solid = SOLID_NOT;};
void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {};
void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {};
void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {};
void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {};
void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {monster_death_postcheck();};
void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {monster_deadbody_check();};
//----------------------------------------------------------------------
void() dog_die =
{
// Pre-check routine to tidy up extra entities
monster_death_precheck();
// regular death
if (!self.gibbed) {
sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
if (random() > 0.5) dog_die1 ();
else dog_dieb1 ();
}
};
/*======================================================================
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
======================================================================*/
void() monster_dog =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_dog.mdl";
self.headmdl = "progs/h_dog.mdl";
precache_model (self.mdl);
precache_model (self.headmdl);
self.idle_sound = "dog/idle.wav";
precache_sound (self.idle_sound);
precache_sound ("dog/dattack1.wav");
precache_sound ("dog/ddeath.wav");
self.pain_sound = "dog/dpain1.wav";
precache_sound (self.pain_sound);
self.sight_sound = "dog/dsight.wav";
precache_sound (self.sight_sound);
// Check for poisonous entity flag
if (self.poisonous) {
precache_poisongibs(); // precache gibs
self.gibtype = GIBTYPE_POISON; // Poisonous blood trails
}
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
self.idmins = '-32 -32 -24'; // Original mega large bbox
self.idmaxs = '32 32 40';
if (self.bboxtype < 1) self.bboxtype = BBOX_DOG;
if (self.health < 1) self.health = 25;
self.gibhealth = -35;
self.gibbed = FALSE;
self.pain_flinch = 10; // Easy response to pain
self.steptype = FS_TYPESLOW; // Tiny feet
self.blockudeath = TRUE; // No humanoid death sound
self.meleeoffset = '24 0 10'; // Bite attack offset
self.deathstring = " was mauled by a Rottweiler\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 = DogCheckAttack;
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = dog_die;
self.th_melee = dog_atta1;
self.th_jump = dog_leap1;
self.th_jumpexit = dog_leap8;
self.classtype = CT_MONDOG;
self.classgroup = CG_DOG;
self.classmove = MON_MOVEWALK;
monster_start();
};