/*
==============================================================================
SOLDIER / PLAYER
==============================================================================
*/
$cd /raid/quake/id1/models/enforcer
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
$frame walk11 walk12 walk13 walk14 walk15 walk16
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame attack1 attack2 attack3 attack4 attack5 attack6
$frame attack7 attack8 attack9 attack10
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12 death13 death14
$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
$frame fdeath9 fdeath10 fdeath11
$frame paina1 paina2 paina3 paina4
$frame painb1 painb2 painb3 painb4 painb5
$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
$frame paind17 paind18 paind19
void() Laser_Touch=
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, self.velocity*0.2, 15);
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser=
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() enforcer_fire=
{
local vector org;
self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.angles);
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
LaunchLaser(org, self.enemy.origin - self.origin);
};
//============================================================================
void() enf_stand1=[ $stand1, enf_stand2 ] {ai_stand();};
void() enf_stand2=[ $stand2, enf_stand3 ] {ai_stand();};
void() enf_stand3=[ $stand3, enf_stand4 ] {ai_stand();};
void() enf_stand4=[ $stand4, enf_stand5 ] {ai_stand();};
void() enf_stand5=[ $stand5, enf_stand6 ] {ai_stand();};
void() enf_stand6=[ $stand6, enf_stand7 ] {ai_stand();};
void() enf_stand7=[ $stand7, enf_stand1 ] {ai_stand();};
void() enf_walk1=[ $walk1 , enf_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_walk(2);};
void() enf_walk2=[ $walk2 , enf_walk3 ] {ai_walk(4);};
void() enf_walk3=[ $walk3 , enf_walk4 ] {ai_walk(4);};
void() enf_walk4=[ $walk4 , enf_walk5 ] {ai_walk(3);};
void() enf_walk5=[ $walk5 , enf_walk6 ] {ai_walk(1);};
void() enf_walk6=[ $walk6 , enf_walk7 ] {ai_walk(2);};
void() enf_walk7=[ $walk7 , enf_walk8 ] {ai_walk(2);};
void() enf_walk8=[ $walk8 , enf_walk9 ] {ai_walk(1);};
void() enf_walk9=[ $walk9 , enf_walk10 ] {ai_walk(2);};
void() enf_walk10=[ $walk10, enf_walk11 ] {ai_walk(4);};
void() enf_walk11=[ $walk11, enf_walk12 ] {ai_walk(4);};
void() enf_walk12=[ $walk12, enf_walk13 ] {ai_walk(1);};
void() enf_walk13=[ $walk13, enf_walk14 ] {ai_walk(2);};
void() enf_walk14=[ $walk14, enf_walk15 ] {ai_walk(3);};
void() enf_walk15=[ $walk15, enf_walk16 ] {ai_walk(4);};
void() enf_walk16=[ $walk16, enf_walk1 ] {ai_walk(2);};
void() enf_run1=[ $run1 , enf_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
ai_run(18);};
void() enf_run2=[ $run2 , enf_run3 ] {ai_run(14);};
void() enf_run3=[ $run3 , enf_run4 ] {ai_run(7);};
void() enf_run4=[ $run4 , enf_run5 ] {ai_run(12);};
void() enf_run5=[ $run5 , enf_run6 ] {ai_run(14);};
void() enf_run6=[ $run6 , enf_run7 ] {ai_run(14);};
void() enf_run7=[ $run7 , enf_run8 ] {ai_run(7);};
void() enf_run8=[ $run8 , enf_run1 ] {ai_run(11);};
void() enf_atk1=[ $attack1, enf_atk2 ] {ai_face();};
void() enf_atk2=[ $attack2, enf_atk3 ] {ai_face();};
void() enf_atk3=[ $attack3, enf_atk4 ] {ai_face();};
void() enf_atk4=[ $attack4, enf_atk5 ] {ai_face();};
void() enf_atk5=[ $attack5, enf_atk6 ] {ai_face();};
void() enf_atk6=[ $attack6, enf_atk7 ] {enforcer_fire();};
void() enf_atk7=[ $attack7, enf_atk8 ] {ai_face();};
void() enf_atk8=[ $attack8, enf_atk9 ] {ai_face();};
void() enf_atk9=[ $attack5, enf_atk10 ] {ai_face();};
void() enf_atk10=[ $attack6, enf_atk11 ] {enforcer_fire();};
void() enf_atk11=[ $attack7, enf_atk12 ] {ai_face();};
void() enf_atk12=[ $attack8, enf_atk13 ] {ai_face();};
void() enf_atk13=[ $attack9, enf_atk14 ] {ai_face();};
void() enf_atk14=[ $attack10, enf_run1 ] {ai_face();
SUB_CheckRefire (enf_atk1);
};
void() enf_paina1=[ $paina1, enf_paina2 ] {};
void() enf_paina2=[ $paina2, enf_paina3 ] {};
void() enf_paina3=[ $paina3, enf_paina4 ] {};
void() enf_paina4=[ $paina4, enf_run1 ] {};
void() enf_painb1=[ $painb1, enf_painb2 ] {};
void() enf_painb2=[ $painb2, enf_painb3 ] {};
void() enf_painb3=[ $painb3, enf_painb4 ] {};
void() enf_painb4=[ $painb4, enf_painb5 ] {};
void() enf_painb5=[ $painb5, enf_run1 ] {};
void() enf_painc1=[ $painc1, enf_painc2 ] {};
void() enf_painc2=[ $painc2, enf_painc3 ] {};
void() enf_painc3=[ $painc3, enf_painc4 ] {};
void() enf_painc4=[ $painc4, enf_painc5 ] {};
void() enf_painc5=[ $painc5, enf_painc6 ] {};
void() enf_painc6=[ $painc6, enf_painc7 ] {};
void() enf_painc7=[ $painc7, enf_painc8 ] {};
void() enf_painc8=[ $painc8, enf_run1 ] {};
void() enf_paind1=[ $paind1, enf_paind2 ] {};
void() enf_paind2=[ $paind2, enf_paind3 ] {};
void() enf_paind3=[ $paind3, enf_paind4 ] {};
void() enf_paind4=[ $paind4, enf_paind5 ] {ai_painforward(2);};
void() enf_paind5=[ $paind5, enf_paind6 ] {ai_painforward(1);};
void() enf_paind6=[ $paind6, enf_paind7 ] {};
void() enf_paind7=[ $paind7, enf_paind8 ] {};
void() enf_paind8=[ $paind8, enf_paind9 ] {};
void() enf_paind9=[ $paind9, enf_paind10 ] {};
void() enf_paind10=[ $paind10, enf_paind11 ] {};
void() enf_paind11=[ $paind11, enf_paind12 ] {ai_painforward(1);};
void() enf_paind12=[ $paind12, enf_paind13 ] {ai_painforward(1);};
void() enf_paind13=[ $paind13, enf_paind14 ] {ai_painforward(1);};
void() enf_paind14=[ $paind14, enf_paind15 ] {};
void() enf_paind15=[ $paind15, enf_paind16 ] {};
void() enf_paind16=[ $paind16, enf_paind17 ] {ai_pain(1);};
void() enf_paind17=[ $paind17, enf_paind18 ] {ai_pain(1);};
void() enf_paind18=[ $paind18, enf_paind19 ] {};
void() enf_paind19=[ $paind19, enf_run1 ] {};
void(entity attacker, float damage) enf_pain=
{
local float r;
r = random ();
if (self.pain_finished > time)
return;
if (r < 0.5)
sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);
if (r < 0.2)
{
self.pain_finished = time + 1;
enf_paina1 ();
}
else if (r < 0.4)
{
self.pain_finished = time + 1;
enf_painb1 ();
}
else if (r < 0.7)
{
self.pain_finished = time + 1;
enf_painc1 ();
}
else
{
self.pain_finished = time + 2;
enf_paind1 ();
}
};
//============================================================================
void() enf_die1=[ $death1, enf_die2 ] {};
void() enf_die2=[ $death2, enf_die3 ] {};
void() enf_die3=[ $death3, enf_die4 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_die4=[ $death4, enf_die5 ] {ai_forward(14);};
void() enf_die5=[ $death5, enf_die6 ] {ai_forward(2);};
void() enf_die6=[ $death6, enf_die7 ] {};
void() enf_die7=[ $death7, enf_die8 ] {};
void() enf_die8=[ $death8, enf_die9 ] {};
void() enf_die9=[ $death9, enf_die10 ] {ai_forward(3);};
void() enf_die10=[ $death10, enf_die11 ] {ai_forward(5);};
void() enf_die11=[ $death11, enf_die12 ] {ai_forward(5);};
void() enf_die12=[ $death12, enf_die13 ] {ai_forward(5);};
void() enf_die13=[ $death13, enf_die14 ] {};
void() enf_die14=[ $death14, enf_die14 ] {};
void() enf_fdie1=[ $fdeath1, enf_fdie2 ] {
};
void() enf_fdie2=[ $fdeath2, enf_fdie3 ] {};
void() enf_fdie3=[ $fdeath3, enf_fdie4 ]
{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();};
void() enf_fdie4=[ $fdeath4, enf_fdie5 ] {};
void() enf_fdie5=[ $fdeath5, enf_fdie6 ] {};
void() enf_fdie6=[ $fdeath6, enf_fdie7 ] {};
void() enf_fdie7=[ $fdeath7, enf_fdie8 ] {};
void() enf_fdie8=[ $fdeath8, enf_fdie9 ] {};
void() enf_fdie9=[ $fdeath9, enf_fdie10 ] {};
void() enf_fdie10=[ $fdeath10, enf_fdie11 ] {};
void() enf_fdie11=[ $fdeath11, enf_fdie11 ] {};
void() enf_die=
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_mega.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, "enforcer/death1.wav", 1, ATTN_NORM);
if (random() > 0.5)
enf_die1 ();
else
enf_fdie1 ();
};
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_enforcer=
{
if (deathmatch)
{
remove(self);
return;
}
precache_model2 ("progs/enforcer.mdl");
precache_model2 ("progs/h_mega.mdl");
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/idle1.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/enforcer.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 80;
self.th_stand = enf_stand1;
self.th_walk = enf_walk1;
self.th_run = enf_run1;
self.th_pain = enf_pain;
self.th_die = enf_die;
self.th_missile = enf_atk1;
walkmonster_start();
};