fteqw/quakec/basemod/ogre.qc

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/*
==============================================================================
OGRE
==============================================================================
*/
$cd id1/models/ogre_c
$origin 0 0 24
$base base
$skin base
$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
//=============================================================================
/*
================
OgreFireGrenade
================
*/
void() OgreFireGrenade =
{
local vector vel;
muzzleflash();
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
vel = normalize(self.enemy.origin - self.origin) * 600;
vel_z = 200;
PRJ_FireProjectile(self, "progs/grenade.mdl", self.origin, vel, PE_EXPLOSIONGROUND, 0, 0, 2.5);
PRJ_SetRadiusDamage(40, 80, MOD_OGRE);
PRJ_SetBouncyProjectile();
};
//=============================================================================
/*
================
chainsaw
FIXME
================
*/
void(float side) chainsaw =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
if (!CanDamage (self.enemy, self))
return;
ai_charge(10);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 4;
T_Damage (self.enemy, self, self, ldmg, MOD_OGRE);
if (side)
{
makevectors (self.angles);
if (side == 1)
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
else
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
}
};
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_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
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(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;};
void() ogre_swing6 =[ $swing6, ogre_swing7 ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing7 =[ $swing7, ogre_swing8 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing8 =[ $swing8, ogre_swing9 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing9 =[ $swing9, ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing10 =[ $swing10, ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;};
void() ogre_swing11 =[ $swing11, ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
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);
sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
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(4); chainsaw(0);};
void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);};
void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);};
void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
self.nextthink = time + 0.1 + random()*0.1;}; // slight variation
//void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();};
void() ogre_smash12 =[$smash12, ogre_smash13] {ai_charge(0);};
void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();};
void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();};
void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();};
void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();};
void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();};
void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();};
void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();};
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 ] {};
void(entity attacker, float damage) ogre_pain =
{
local float r;
// don't make multiple pain sounds right after each other
if (self.pain_finished > time)
return;
sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
{
ogre_pain1 ();
self.pain_finished = time + 1;
}
else if (r < 0.5)
{
ogre_painb1 ();
self.pain_finished = time + 1;
}
else if (r < 0.75)
{
ogre_painc1 ();
self.pain_finished = time + 1;
}
else if (r < 0.88)
{
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 ]
{self.solid = SOLID_NOT;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 ]
{self.solid = SOLID_NOT;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 ] {};
void() ogre_die =
{
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_ogre.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
if (random() < 0.5)
ogre_die1 ();
else
ogre_bdie1 ();
};
void() ogre_melee =
{
if (random() > 0.5)
ogre_smash1 ();
else
ogre_swing1 ();
};
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
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.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/ogre.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 200;
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_nail1;
self.th_pain = ogre_pain;
self.ammo_rockets_real = 2; // drop 2 rockets on death
walkmonster_start();
};
void() monster_ogre_marksman =
{
monster_ogre ();
};