/* ============================================================================== SOLDIER / PLAYER ============================================================================== */ $cd 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(); };