/*
==============================================================================
KNIGHT
==============================================================================
*/
$cd /raid/quake/id1/models/knight
$origin 0 0 24
$base base
$skin badass3
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8
//frame runc1 runc2 runc3 runc4 runc5 runc6
$frame runattack1 runattack2 runattack3 runattack4 runattack5
$frame runattack6 runattack7 runattack8 runattack9 runattack10
$frame runattack11
$frame pain1 pain2 pain3
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
$frame painb10 painb11
//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
//frame attack8 attack9 attack10 attack11
$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
$frame attackb6 attackb7 attackb8 attackb9 attackb10
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
$frame walk10 walk11 walk12 walk13 walk14
$frame kneel1 kneel2 kneel3 kneel4 kneel5
$frame standing2 standing3 standing4 standing5
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9 deathb10 deathb11
void() knight_stand1=[ $stand1, knight_stand2 ] {ai_stand();};
void() knight_stand2=[ $stand2, knight_stand3 ] {ai_stand();};
void() knight_stand3=[ $stand3, knight_stand4 ] {ai_stand();};
void() knight_stand4=[ $stand4, knight_stand5 ] {ai_stand();};
void() knight_stand5=[ $stand5, knight_stand6 ] {ai_stand();};
void() knight_stand6=[ $stand6, knight_stand7 ] {ai_stand();};
void() knight_stand7=[ $stand7, knight_stand8 ] {ai_stand();};
void() knight_stand8=[ $stand8, knight_stand9 ] {ai_stand();};
void() knight_stand9=[ $stand9, knight_stand1 ] {ai_stand();};
void() knight_walk1=[ $walk1, knight_walk2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_walk(3);};
void() knight_walk2=[ $walk2, knight_walk3 ] {ai_walk(2);};
void() knight_walk3=[ $walk3, knight_walk4 ] {ai_walk(3);};
void() knight_walk4=[ $walk4, knight_walk5 ] {ai_walk(4);};
void() knight_walk5=[ $walk5, knight_walk6 ] {ai_walk(3);};
void() knight_walk6=[ $walk6, knight_walk7 ] {ai_walk(3);};
void() knight_walk7=[ $walk7, knight_walk8 ] {ai_walk(3);};
void() knight_walk8=[ $walk8, knight_walk9 ] {ai_walk(4);};
void() knight_walk9=[ $walk9, knight_walk10 ] {ai_walk(3);};
void() knight_walk10=[ $walk10, knight_walk11 ] {ai_walk(3);};
void() knight_walk11=[ $walk11, knight_walk12 ] {ai_walk(2);};
void() knight_walk12=[ $walk12, knight_walk13 ] {ai_walk(3);};
void() knight_walk13=[ $walk13, knight_walk14 ] {ai_walk(4);};
void() knight_walk14=[ $walk14, knight_walk1 ] {ai_walk(3);};
void() knight_run1=[ $runb1, knight_run2 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE);
ai_run(16);};
void() knight_run2=[ $runb2, knight_run3 ] {ai_run(20);};
void() knight_run3=[ $runb3, knight_run4 ] {ai_run(13);};
void() knight_run4=[ $runb4, knight_run5 ] {ai_run(7);};
void() knight_run5=[ $runb5, knight_run6 ] {ai_run(16);};
void() knight_run6=[ $runb6, knight_run7 ] {ai_run(20);};
void() knight_run7=[ $runb7, knight_run8 ] {ai_run(14);};
void() knight_run8=[ $runb8, knight_run1 ] {ai_run(6);};
void() knight_runatk1=[ $runattack1, knight_runatk2 ]
{
if (random() > 0.5)
sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(20);
};
void() knight_runatk2=[ $runattack2, knight_runatk3 ] {ai_charge_side();};
void() knight_runatk3=[ $runattack3, knight_runatk4 ] {ai_charge_side();};
void() knight_runatk4=[ $runattack4, knight_runatk5 ] {ai_charge_side();};
void() knight_runatk5=[ $runattack5, knight_runatk6 ] {ai_melee_side();};
void() knight_runatk6=[ $runattack6, knight_runatk7 ] {ai_melee_side();};
void() knight_runatk7=[ $runattack7, knight_runatk8 ] {ai_melee_side();};
void() knight_runatk8=[ $runattack8, knight_runatk9 ] {ai_melee_side();};
void() knight_runatk9=[ $runattack9, knight_runatk10 ] {ai_melee_side();};
void() knight_runatk10=[ $runattack10, knight_runatk11 ] {ai_charge_side();};
void() knight_runatk11=[ $runattack11, knight_run1 ] {ai_charge(10);};
void() knight_atk1=[ $attackb1, knight_atk2 ]
{
sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
ai_charge(0);};
void() knight_atk2=[ $attackb2, knight_atk3 ] {ai_charge(7);};
void() knight_atk3=[ $attackb3, knight_atk4 ] {ai_charge(4);};
void() knight_atk4=[ $attackb4, knight_atk5 ] {ai_charge(0);};
void() knight_atk5=[ $attackb5, knight_atk6 ] {ai_charge(3);};
void() knight_atk6=[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();};
void() knight_atk7=[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();};
void() knight_atk8=[ $attackb8, knight_atk9 ] {ai_charge(3);
ai_melee();};
void() knight_atk9=[ $attackb9, knight_atk10] {ai_charge(1);};
void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);};
//void() knight_atk9 =[ $attack9, knight_atk10 ] {};
//void() knight_atk10 =[ $attack10, knight_atk11 ] {};
//void() knight_atk11 =[ $attack11, knight_run1 ] {};
//===========================================================================
void() knight_pain1=[ $pain1, knight_pain2 ] {};
void() knight_pain2=[ $pain2, knight_pain3 ] {};
void() knight_pain3=[ $pain3, knight_run1 ] {};
void() knight_painb1=[ $painb1, knight_painb2 ] {ai_painforward(0);};
void() knight_painb2=[ $painb2, knight_painb3 ] {ai_painforward(3);};
void() knight_painb3=[ $painb3, knight_painb4 ] {};
void() knight_painb4=[ $painb4, knight_painb5 ] {};
void() knight_painb5=[ $painb5, knight_painb6 ] {ai_painforward(2);};
void() knight_painb6=[ $painb6, knight_painb7 ] {ai_painforward(4);};
void() knight_painb7=[ $painb7, knight_painb8 ] {ai_painforward(2);};
void() knight_painb8=[ $painb8, knight_painb9 ] {ai_painforward(5);};
void() knight_painb9=[ $painb9, knight_painb10 ] {ai_painforward(5);};
void() knight_painb10=[ $painb10, knight_painb11 ] {ai_painforward(0);};
void() knight_painb11=[ $painb11, knight_run1 ] {};
void(entity attacker, float damage) knight_pain=
{
local float r;
if (self.pain_finished > time)
return;
r = random();
sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM);
if (r < 0.85)
{
knight_pain1 ();
self.pain_finished = time + 1;
}
else
{
knight_painb1 ();
self.pain_finished = time + 1;
}
};
//===========================================================================
void() knight_bow1=[ $kneel1, knight_bow2 ] {ai_turn();};
void() knight_bow2=[ $kneel2, knight_bow3 ] {ai_turn();};
void() knight_bow3=[ $kneel3, knight_bow4 ] {ai_turn();};
void() knight_bow4=[ $kneel4, knight_bow5 ] {ai_turn();};
void() knight_bow5=[ $kneel5, knight_bow5 ] {ai_turn();};
void() knight_bow6=[ $kneel4, knight_bow7 ] {ai_turn();};
void() knight_bow7=[ $kneel3, knight_bow8 ] {ai_turn();};
void() knight_bow8=[ $kneel2, knight_bow9 ] {ai_turn();};
void() knight_bow9=[ $kneel1, knight_bow10 ] {ai_turn();};
void() knight_bow10=[ $walk1, knight_walk1 ] {ai_turn();};
void() knight_die1=[ $death1, knight_die2 ] {};
void() knight_die2=[ $death2, knight_die3 ] {};
void() knight_die3=[ $death3, knight_die4 ]
{self.solid = SOLID_NOT;};
void() knight_die4=[ $death4, knight_die5 ] {};
void() knight_die5=[ $death5, knight_die6 ] {};
void() knight_die6=[ $death6, knight_die7 ] {};
void() knight_die7=[ $death7, knight_die8 ] {};
void() knight_die8=[ $death8, knight_die9 ] {};
void() knight_die9=[ $death9, knight_die10] {};
void() knight_die10=[ $death10, knight_die10] {};
void() knight_dieb1=[ $deathb1, knight_dieb2 ] {};
void() knight_dieb2=[ $deathb2, knight_dieb3 ] {};
void() knight_dieb3=[ $deathb3, knight_dieb4 ]
{self.solid = SOLID_NOT;};
void() knight_dieb4=[ $deathb4, knight_dieb5 ] {};
void() knight_dieb5=[ $deathb5, knight_dieb6 ] {};
void() knight_dieb6=[ $deathb6, knight_dieb7 ] {};
void() knight_dieb7=[ $deathb7, knight_dieb8 ] {};
void() knight_dieb8=[ $deathb8, knight_dieb9 ] {};
void() knight_dieb9=[ $deathb9, knight_dieb10] {};
void() knight_dieb10= [ $deathb10, knight_dieb11] {};
void() knight_dieb11= [ $deathb11, knight_dieb11] {};
void() knight_die=
{
// check for gib
if (self.health < -40)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_knight.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, "knight/kdeath.wav", 1, ATTN_NORM);
if (random() < 0.5)
knight_die1 ();
else
knight_dieb1 ();
};
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_knight=
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/knight.mdl");
precache_model ("progs/h_knight.mdl");
precache_sound ("knight/kdeath.wav");
precache_sound ("knight/khurt.wav");
precache_sound ("knight/ksight.wav");
precache_sound ("knight/sword1.wav");
precache_sound ("knight/sword2.wav");
precache_sound ("knight/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/knight.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 75;
self.th_stand = knight_stand1;
self.th_walk = knight_walk1;
self.th_run = knight_run1;
self.th_melee = knight_atk1;
self.th_pain = knight_pain;
self.th_die = knight_die;
walkmonster_start ();
};