/* ============================================================================== SOLDIER / PLAYER ============================================================================== */ $cd /raid/quake/id1/models/soldier3 $origin 0 -6 24 $base base $skin skin $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 $frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11 $frame pain1 pain2 pain3 pain4 pain5 pain6 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 $frame painb11 painb12 painb13 painb14 $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 $frame painc11 painc12 painc13 $frame run1 run2 run3 run4 run5 run6 run7 run8 $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9 $frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8 $frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16 $frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24 /* ============================================================================== SOLDIER CODE ============================================================================== */ void() army_fire; void() army_stand1=[ $stand1, army_stand2 ] {ai_stand();}; void() army_stand2=[ $stand2, army_stand3 ] {ai_stand();}; void() army_stand3=[ $stand3, army_stand4 ] {ai_stand();}; void() army_stand4=[ $stand4, army_stand5 ] {ai_stand();}; void() army_stand5=[ $stand5, army_stand6 ] {ai_stand();}; void() army_stand6=[ $stand6, army_stand7 ] {ai_stand();}; void() army_stand7=[ $stand7, army_stand8 ] {ai_stand();}; void() army_stand8=[ $stand8, army_stand1 ] {ai_stand();}; void() army_walk1=[ $prowl_1, army_walk2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); ai_walk(1);}; void() army_walk2=[ $prowl_2, army_walk3 ] {ai_walk(1);}; void() army_walk3=[ $prowl_3, army_walk4 ] {ai_walk(1);}; void() army_walk4=[ $prowl_4, army_walk5 ] {ai_walk(1);}; void() army_walk5=[ $prowl_5, army_walk6 ] {ai_walk(2);}; void() army_walk6=[ $prowl_6, army_walk7 ] {ai_walk(3);}; void() army_walk7=[ $prowl_7, army_walk8 ] {ai_walk(4);}; void() army_walk8=[ $prowl_8, army_walk9 ] {ai_walk(4);}; void() army_walk9=[ $prowl_9, army_walk10 ] {ai_walk(2);}; void() army_walk10=[ $prowl_10, army_walk11 ] {ai_walk(2);}; void() army_walk11=[ $prowl_11, army_walk12 ] {ai_walk(2);}; void() army_walk12=[ $prowl_12, army_walk13 ] {ai_walk(1);}; void() army_walk13=[ $prowl_13, army_walk14 ] {ai_walk(0);}; void() army_walk14=[ $prowl_14, army_walk15 ] {ai_walk(1);}; void() army_walk15=[ $prowl_15, army_walk16 ] {ai_walk(1);}; void() army_walk16=[ $prowl_16, army_walk17 ] {ai_walk(1);}; void() army_walk17=[ $prowl_17, army_walk18 ] {ai_walk(3);}; void() army_walk18=[ $prowl_18, army_walk19 ] {ai_walk(3);}; void() army_walk19=[ $prowl_19, army_walk20 ] {ai_walk(3);}; void() army_walk20=[ $prowl_20, army_walk21 ] {ai_walk(3);}; void() army_walk21=[ $prowl_21, army_walk22 ] {ai_walk(2);}; void() army_walk22=[ $prowl_22, army_walk23 ] {ai_walk(1);}; void() army_walk23=[ $prowl_23, army_walk24 ] {ai_walk(1);}; void() army_walk24=[ $prowl_24, army_walk1 ] {ai_walk(1);}; void() army_run1=[ $run1, army_run2 ] { if (random() < 0.2) sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); ai_run(11);}; void() army_run2=[ $run2, army_run3 ] {ai_run(15);}; void() army_run3=[ $run3, army_run4 ] {ai_run(10);}; void() army_run4=[ $run4, army_run5 ] {ai_run(10);}; void() army_run5=[ $run5, army_run6 ] {ai_run(8);}; void() army_run6=[ $run6, army_run7 ] {ai_run(15);}; void() army_run7=[ $run7, army_run8 ] {ai_run(10);}; void() army_run8=[ $run8, army_run1 ] {ai_run(8);}; void() army_atk1=[ $shoot1, army_atk2 ] {ai_face();}; void() army_atk2=[ $shoot2, army_atk3 ] {ai_face();}; void() army_atk3=[ $shoot3, army_atk4 ] {ai_face();}; void() army_atk4=[ $shoot4, army_atk5 ] {ai_face();}; void() army_atk5=[ $shoot5, army_atk6 ] {ai_face();army_fire(); self.effects = self.effects | EF_MUZZLEFLASH;}; void() army_atk6=[ $shoot6, army_atk7 ] {ai_face();}; void() army_atk7=[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);}; void() army_atk8=[ $shoot8, army_atk9 ] {ai_face();}; void() army_atk9=[ $shoot9, army_run1 ] {ai_face();}; void() army_pain1=[ $pain1, army_pain2 ] {}; void() army_pain2=[ $pain2, army_pain3 ] {}; void() army_pain3=[ $pain3, army_pain4 ] {}; void() army_pain4=[ $pain4, army_pain5 ] {}; void() army_pain5=[ $pain5, army_pain6 ] {}; void() army_pain6=[ $pain6, army_run1 ] {ai_pain(1);}; void() army_painb1=[ $painb1, army_painb2 ] {}; void() army_painb2=[ $painb2, army_painb3 ] {ai_painforward(13);}; void() army_painb3=[ $painb3, army_painb4 ] {ai_painforward(9);}; void() army_painb4=[ $painb4, army_painb5 ] {}; void() army_painb5=[ $painb5, army_painb6 ] {}; void() army_painb6=[ $painb6, army_painb7 ] {}; void() army_painb7=[ $painb7, army_painb8 ] {}; void() army_painb8=[ $painb8, army_painb9 ] {}; void() army_painb9=[ $painb9, army_painb10] {}; void() army_painb10=[ $painb10, army_painb11] {}; void() army_painb11=[ $painb11, army_painb12] {}; void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);}; void() army_painb13=[ $painb13, army_painb14] {}; void() army_painb14=[ $painb14, army_run1 ] {}; void() army_painc1=[ $painc1, army_painc2 ] {}; void() army_painc2=[ $painc2, army_painc3 ] {ai_pain(1);}; void() army_painc3=[ $painc3, army_painc4 ] {}; void() army_painc4=[ $painc4, army_painc5 ] {}; void() army_painc5=[ $painc5, army_painc6 ] {ai_painforward(1);}; void() army_painc6=[ $painc6, army_painc7 ] {ai_painforward(1);}; void() army_painc7=[ $painc7, army_painc8 ] {}; void() army_painc8=[ $painc8, army_painc9 ] {ai_pain(1);}; void() army_painc9=[ $painc9, army_painc10] {ai_painforward(4);}; void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);}; void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);}; void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);}; void() army_painc13=[ $painc13, army_run1] {}; void(entity attacker, float damage) army_pain= { local float r; if (self.pain_finished > time) return; r = random(); if (r < 0.2) { self.pain_finished = time + 0.6; army_pain1 (); sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM); } else if (r < 0.6) { self.pain_finished = time + 1.1; army_painb1 (); sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); } else { self.pain_finished = time + 1.1; army_painc1 (); sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); } }; void() army_fire= { local vector dir; local entity en; ai_face(); sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM); // fire somewhat behind the player, so a dodging player is harder to hit en = self.enemy; dir = en.origin - en.velocity*0.2; dir = normalize (dir - self.origin); FireBullets (4, dir, '0.1 0.1 0'); }; void() army_die1=[ $death1, army_die2 ] {}; void() army_die2=[ $death2, army_die3 ] {}; void() army_die3=[ $death3, army_die4 ] {self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();}; void() army_die4=[ $death4, army_die5 ] {}; void() army_die5=[ $death5, army_die6 ] {}; void() army_die6=[ $death6, army_die7 ] {}; void() army_die7=[ $death7, army_die8 ] {}; void() army_die8=[ $death8, army_die9 ] {}; void() army_die9=[ $death9, army_die10 ] {}; void() army_die10=[ $death10, army_die10 ] {}; void() army_cdie1=[ $deathc1, army_cdie2 ] {}; void() army_cdie2=[ $deathc2, army_cdie3 ] {ai_back(5);}; void() army_cdie3=[ $deathc3, army_cdie4 ] {self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);}; void() army_cdie4=[ $deathc4, army_cdie5 ] {ai_back(13);}; void() army_cdie5=[ $deathc5, army_cdie6 ] {ai_back(3);}; void() army_cdie6=[ $deathc6, army_cdie7 ] {ai_back(4);}; void() army_cdie7=[ $deathc7, army_cdie8 ] {}; void() army_cdie8=[ $deathc8, army_cdie9 ] {}; void() army_cdie9=[ $deathc9, army_cdie10 ] {}; void() army_cdie10=[ $deathc10, army_cdie11 ] {}; void() army_cdie11=[ $deathc11, army_cdie11 ] {}; void() army_die= { // check for gib if (self.health < -35) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_guard.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); return; } // regular death sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM); if (random() < 0.5) army_die1 (); else army_cdie1 (); }; /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void() monster_army= { if (deathmatch) { remove(self); return; } precache_model ("progs/soldier.mdl"); precache_model ("progs/h_guard.mdl"); precache_model ("progs/gib1.mdl"); precache_model ("progs/gib2.mdl"); precache_model ("progs/gib3.mdl"); precache_sound ("soldier/death1.wav"); precache_sound ("soldier/idle.wav"); precache_sound ("soldier/pain1.wav"); precache_sound ("soldier/pain2.wav"); precache_sound ("soldier/sattck1.wav"); precache_sound ("soldier/sight1.wav"); precache_sound ("player/udeath.wav"); // gib death self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/soldier.mdl"); setsize (self, '-16 -16 -24', '16 16 40'); self.health = 30; self.th_stand = army_stand1; self.th_walk = army_walk1; self.th_run = army_run1; self.th_missile = army_atk1; self.th_pain = army_pain; self.th_die = army_die; walkmonster_start (); };