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gladiator.qc
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gladiator.qc
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#ifdef SINGLE_PLAYER
#include "m_gladiator.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
#ifdef THE_RECKONING
static int sound_plasgun;
#endif
static void gladiator_idle(entity self)
{
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
static void gladiator_sight(entity self, entity other)
{
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
static void gladiator_search(entity self)
{
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
static void gladiator_cleaver_swing(entity self)
{
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
static mframe_t gladiator_frames_stand [] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
static var mmove_t gladiator_move_stand = { FRAME_stand1, FRAME_stand7 };
static void gladiator_stand(entity self)
{
self.monsterinfo.currentmove = &gladiator_move_stand;
}
static mframe_t gladiator_frames_walk [] = {
{ ai_walk, 15 },
{ ai_walk, 7 },
{ ai_walk, 6 },
{ ai_walk, 5 },
{ ai_walk, 2 },
{ ai_walk },
{ ai_walk, 2 },
{ ai_walk, 8 },
{ ai_walk, 12 },
{ ai_walk, 8 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 2 },
{ ai_walk, 2 },
{ ai_walk, 1 },
{ ai_walk, 8 }
};
static var mmove_t gladiator_move_walk = { FRAME_walk1, FRAME_walk16 };
static void gladiator_walk(entity self)
{
self.monsterinfo.currentmove = &gladiator_move_walk;
}
static mframe_t gladiator_frames_run [] = {
{ ai_run, 23 },
{ ai_run, 14 },
{ ai_run, 14 },
{ ai_run, 21 },
{ ai_run, 12 },
{ ai_run, 13 }
};
static var mmove_t gladiator_move_run = { FRAME_run1, FRAME_run6 };
static void gladiator_run(entity self)
{
if (self.monsterinfo.aiflags & AI_STAND_GROUND)
self.monsterinfo.currentmove = &gladiator_move_stand;
else
self.monsterinfo.currentmove = &gladiator_move_run;
}
static void GaldiatorMelee(entity self)
{
const vector aim = [ MELEE_DISTANCE, self.mins.x, -4 ];
if (fire_hit(self, aim, (20 + (Q_rand() % 5)), 300))
gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
static mframe_t gladiator_frames_attack_melee [] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, gladiator_cleaver_swing },
{ ai_charge },
{ ai_charge, 0, GaldiatorMelee },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, gladiator_cleaver_swing },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, GaldiatorMelee },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
static var mmove_t gladiator_move_attack_melee = { FRAME_melee1, FRAME_melee17, gladiator_run };
static void gladiator_melee(entity self)
{
self.monsterinfo.currentmove = &gladiator_move_attack_melee;
}
static void GladiatorGun(entity self)
{
if (self.classname == "monster_gladb")
return;
vector start;
vector dir;
vector forward, right;
AngleVectors(self.s.angles, &forward, &right, 0);
start = G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right);
// calc direction to where we targted
dir = self.pos1 - start;
VectorNormalize(dir);
monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
#ifdef THE_RECKONING
static void(entity self) gladbGun =
{
if (self.classname != "monster_gladb")
return;
vector start;
vector dir;
vector forward, right;
AngleVectors (self.s.angles, &forward, &right, 0);
start = G_ProjectSource (self.s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right);
// calc direction to where we targted
dir = self.pos1 - start;
VectorNormalize(dir);
fire_plasma (self, start, dir, 100, 725, 60, 60);
}
static void(entity self) gladbGun_check =
{
if (skill.intVal == 3)
gladbGun (self);
}
#endif
static mframe_t gladiator_frames_attack_gun [] = {
{ ai_charge },
{ ai_charge },
#ifdef THE_RECKONING
{ ai_charge, 0, gladbGun },
#else
{ ai_charge },
#endif
{ ai_charge, 0, GladiatorGun },
{ ai_charge },
#ifdef THE_RECKONING
{ ai_charge, 0, gladbGun },
#else
{ ai_charge },
#endif
{ ai_charge },
{ ai_charge },
#ifdef THE_RECKONING
{ ai_charge, 0, gladbGun_check },
#else
{ ai_charge }
#endif
};
static var mmove_t gladiator_move_attack_gun = { FRAME_attack1, FRAME_attack9, gladiator_run };
static void gladiator_attack(entity self)
{
float range;
vector v;
// a small safe zone
v = self.s.origin - self.enemy.s.origin;
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
return;
// charge up the railgun
#ifdef THE_RECKONING
if (self.classname == "monster_gladb")
gi.sound(self, CHAN_WEAPON, sound_plasgun, 1, ATTN_NORM, 0);
else
#endif
gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
self.pos1 = self.enemy.s.origin; //save for aiming the shot
self.pos1[2] += self.enemy.viewheight;
self.monsterinfo.currentmove = &gladiator_move_attack_gun;
}
static mframe_t gladiator_frames_pain [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gladiator_move_pain = { FRAME_pain1, FRAME_pain6, gladiator_run };
static mframe_t gladiator_frames_pain_air [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gladiator_move_pain_air = { FRAME_painup1, FRAME_painup7, gladiator_run };
static void gladiator_pain(entity self, entity other, float kick, int damage)
{
if (self.health < (self.max_health / 2))
self.s.skinnum = 1;
if (level.framenum < self.pain_debounce_framenum) {
if ((self.velocity[2] > 100) && (self.monsterinfo.currentmove == &gladiator_move_pain))
self.monsterinfo.currentmove = &gladiator_move_pain_air;
return;
}
self.pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;
if (random() < 0.5f)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (skill.intVal == 3)
return; // no pain anims in nightmare
if (self.velocity[2] > 100)
self.monsterinfo.currentmove = &gladiator_move_pain_air;
else
self.monsterinfo.currentmove = &gladiator_move_pain;
}
static void gladiator_dead(entity self)
{
self.mins = '-16 -16 -24';
self.maxs = '16 16 -8';
self.movetype = MOVETYPE_TOSS;
self.svflags |= SVF_DEADMONSTER;
self.nextthink = 0;
gi.linkentity(self);
}
static mframe_t gladiator_frames_death [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t gladiator_move_death = { FRAME_death1, FRAME_death22, gladiator_dead };
static void gladiator_die(entity self, entity inflictor, entity attacker, int damage, vector point)
{
int n;
// check for gib
if (self.health <= self.gib_health) {
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self.deadflag = DEAD_DEAD;
return;
}
if (self.deadflag == DEAD_DEAD)
return;
// regular death
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self.deadflag = DEAD_DEAD;
self.takedamage = true;
self.monsterinfo.currentmove = &gladiator_move_death;
}
#ifdef GROUND_ZERO
static bool gladiator_blocked (entity self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill.intVal)))
return true;
if(blocked_checkplat (self, dist))
return true;
return false;
}
#endif
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
API_FUNC static void SP_monster_gladiator(entity self)
{
if (deathmatch.intVal) {
G_FreeEdict(self);
return;
}
if (!gladiator_move_stand.frame)
{
gladiator_move_stand.frame = &gladiator_frames_stand;
gladiator_move_walk.frame = &gladiator_frames_walk;
gladiator_move_run.frame = &gladiator_frames_run;
gladiator_move_attack_melee.frame = &gladiator_frames_attack_melee;
gladiator_move_attack_gun.frame = &gladiator_frames_attack_gun;
gladiator_move_pain.frame = &gladiator_frames_pain;
gladiator_move_pain_air.frame = &gladiator_frames_pain_air;
gladiator_move_death.frame = &gladiator_frames_death;
}
sound_pain1 = gi.soundindex("gladiator/pain.wav");
sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
sound_die = gi.soundindex("gladiator/glddeth2.wav");
sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
sound_idle = gi.soundindex("gladiator/gldidle1.wav");
sound_search = gi.soundindex("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex("gladiator/sight.wav");
#ifdef THE_RECKONING
if (self.classname == "monster_gladb")
sound_plasgun = gi.soundindex ("weapons/plasshot.wav");
else
sound_gun = gi.soundindex("gladiator/railgun.wav");
#endif
self.movetype = MOVETYPE_STEP;
self.solid = SOLID_BBOX;
#ifdef THE_RECKONING
if (self.classname == "monster_gladb")
self.s.modelindex = gi.modelindex ("models/monsters/gladb/tris.md2");
else
#endif
self.s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
self.mins = '-32 -32 -24';
self.maxs = '32 32 64';
#ifdef THE_RECKONING
if (self.classname == "monster_gladb")
{
self.health = 800;
self.gib_health = -175;
self.mass = 350;
self.monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self.monsterinfo.power_armor_power = 400;
}
else
{
#endif
self.health = 400;
self.gib_health = -175;
self.mass = 400;
#ifdef THE_RECKONING
}
#endif
self.pain = gladiator_pain;
self.die = gladiator_die;
self.monsterinfo.stand = gladiator_stand;
self.monsterinfo.walk = gladiator_walk;
self.monsterinfo.run = gladiator_run;
self.monsterinfo.dodge = 0;
self.monsterinfo.attack = gladiator_attack;
self.monsterinfo.melee = gladiator_melee;
self.monsterinfo.sight = gladiator_sight;
self.monsterinfo.idle = gladiator_idle;
self.monsterinfo.search = gladiator_search;
#ifdef GROUND_ZERO
self.monsterinfo.blocked = gladiator_blocked;
#endif
gi.linkentity(self);
self.monsterinfo.currentmove = &gladiator_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}
/*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
API_FUNC static void SP_monster_gladb(entity self)
{
SP_monster_gladiator(self);
}
#endif