/*
==============================================================================
DEMON
==============================================================================
*/
$cd /raid/quake/id1/models/demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
//============================================================================
void() Demon_JumpTouch;
void() demon1_stand1=[ $stand1, demon1_stand2 ] {ai_stand();};
void() demon1_stand2=[ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3=[ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4=[ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5=[ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6=[ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7=[ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8=[ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9=[ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10=[ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11=[ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12=[ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13=[ $stand13, demon1_stand1 ] {ai_stand();};
void() demon1_walk1=[ $walk1, demon1_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_walk(8);
};
void() demon1_walk2=[ $walk2, demon1_walk3 ] {ai_walk(6);};
void() demon1_walk3=[ $walk3, demon1_walk4 ] {ai_walk(6);};
void() demon1_walk4=[ $walk4, demon1_walk5 ] {ai_walk(7);};
void() demon1_walk5=[ $walk5, demon1_walk6 ] {ai_walk(4);};
void() demon1_walk6=[ $walk6, demon1_walk7 ] {ai_walk(6);};
void() demon1_walk7=[ $walk7, demon1_walk8 ] {ai_walk(10);};
void() demon1_walk8=[ $walk8, demon1_walk1 ] {ai_walk(10);};
void() demon1_run1=[ $run1, demon1_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
ai_run(20);};
void() demon1_run2=[ $run2, demon1_run3 ] {ai_run(15);};
void() demon1_run3=[ $run3, demon1_run4 ] {ai_run(36);};
void() demon1_run4=[ $run4, demon1_run5 ] {ai_run(20);};
void() demon1_run5=[ $run5, demon1_run6 ] {ai_run(15);};
void() demon1_run6=[ $run6, demon1_run1 ] {ai_run(36);};
void() demon1_jump1=[ $leap1, demon1_jump2 ] {ai_face();};
void() demon1_jump2=[ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3=[ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4=[ $leap4, demon1_jump5 ]
{
ai_face();
self.touch = Demon_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 600 + '0 0 250';
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() demon1_jump5=[ $leap5, demon1_jump6 ] {};
void() demon1_jump6=[ $leap6, demon1_jump7 ] {};
void() demon1_jump7=[ $leap7, demon1_jump8 ] {};
void() demon1_jump8=[ $leap8, demon1_jump9 ] {};
void() demon1_jump9=[ $leap9, demon1_jump10 ] {};
void() demon1_jump10=[ $leap10, demon1_jump1 ] {
self.nextthink = time + 3;
// if three seconds pass, assume demon is stuck and jump again
};
void() demon1_jump11=[ $leap11, demon1_jump12 ] {};
void() demon1_jump12=[ $leap12, demon1_run1 ] {};
void() demon1_atta1=[ $attacka1, demon1_atta2 ] {ai_charge(4);};
void() demon1_atta2=[ $attacka2, demon1_atta3 ] {ai_charge(0);};
void() demon1_atta3=[ $attacka3, demon1_atta4 ] {ai_charge(0);};
void() demon1_atta4=[ $attacka4, demon1_atta5 ] {ai_charge(1);};
void() demon1_atta5=[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);};
void() demon1_atta6=[ $attacka6, demon1_atta7 ] {ai_charge(1);};
void() demon1_atta7=[ $attacka7, demon1_atta8 ] {ai_charge(6);};
void() demon1_atta8=[ $attacka8, demon1_atta9 ] {ai_charge(8);};
void() demon1_atta9=[ $attacka9, demon1_atta10] {ai_charge(4);};
void() demon1_atta10=[ $attacka10, demon1_atta11] {ai_charge(2);};
void() demon1_atta11=[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
void() demon1_atta12=[ $attacka12, demon1_atta13] {ai_charge(5);};
void() demon1_atta13=[ $attacka13, demon1_atta14] {ai_charge(8);};
void() demon1_atta14=[ $attacka14, demon1_atta15] {ai_charge(4);};
void() demon1_atta15=[ $attacka15, demon1_run1] {ai_charge(4);};
void() demon1_pain1=[ $pain1, demon1_pain2 ] {};
void() demon1_pain2=[ $pain2, demon1_pain3 ] {};
void() demon1_pain3=[ $pain3, demon1_pain4 ] {};
void() demon1_pain4=[ $pain4, demon1_pain5 ] {};
void() demon1_pain5=[ $pain5, demon1_pain6 ] {};
void() demon1_pain6=[ $pain6, demon1_run1 ] {};
void(entity attacker, float damage) demon1_pain=
{
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
self.pain_finished = time + 1;
sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
if (random()*200 > damage)
return; // didn't flinch
demon1_pain1 ();
};
void() demon1_die1=[ $death1, demon1_die2 ] {
sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);};
void() demon1_die2=[ $death2, demon1_die3 ] {};
void() demon1_die3=[ $death3, demon1_die4 ] {};
void() demon1_die4=[ $death4, demon1_die5 ] {};
void() demon1_die5=[ $death5, demon1_die6 ] {};
void() demon1_die6=[ $death6, demon1_die7 ]
{self.solid = SOLID_NOT;};
void() demon1_die7=[ $death7, demon1_die8 ] {};
void() demon1_die8=[ $death8, demon1_die9 ] {};
void() demon1_die9=[ $death9, demon1_die9 ] {};
void() demon_die=
{
// check for gib
if (self.health < -80)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
return;
}
// regular death
demon1_die1 ();
};
void() Demon_MeleeAttack=
{
demon1_atta1 ();
};
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_demon1=
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/demon.mdl");
precache_model ("progs/h_demon.mdl");
precache_sound ("demon/ddeath.wav");
precache_sound ("demon/dhit2.wav");
precache_sound ("demon/djump.wav");
precache_sound ("demon/dpain1.wav");
precache_sound ("demon/idle1.wav");
precache_sound ("demon/sight2.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 300;
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = Demon_MeleeAttack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
walkmonster_start();
};
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDemonMelee=
{
if (enemy_range == RANGE_MELEE)
{ // FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDemonJump
==============
*/
float() CheckDemonJump=
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return FALSE;
if (d > 200)
{
if (random() < 0.9)
return FALSE;
}
return TRUE;
};
float() DemonCheckAttack=
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{
self.attack_state = AS_MELEE;
return TRUE;
}
if (CheckDemonJump ())
{
self.attack_state = AS_MISSILE;
sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
};
//===========================================================================
void(float side) Demon_Melee=
{
local float ldmg;
local vector delta;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
if (!CanDamage (self.enemy, self))
return;
sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
ldmg = 10 + 5*random();
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
void() Demon_JumpTouch=
{
local float ldmg;
if (self.health <= 0)
return;
if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
ldmg = 40 + 10*random();
T_Damage (other, self, self, ldmg);
}
}
if (!checkbottom(self))
{
if (self.flags & FL_ONGROUND)
{ // jump randomly to not get hung up
//dprint ("popjump\n");
self.touch = SUB_Null;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};