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boss2.qc
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boss2.qc
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/*
==============================================================================
BOSS-ONE
==============================================================================
*/
$cd id1/models/boss1
$origin 0 0 -15
$base base
$skin skin
$scale 5
$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10
$frame rise11 rise12 rise13 rise14 rise15 rise16 rise17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15
$frame walk16 walk17 walk18 walk19 walk20 walk21 walk22
$frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame attack9 attack10 attack11 attack12 attack13 attack14 attack15
$frame attack16 attack17 attack18 attack19 attack20 attack21 attack22
$frame attack23
$frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8
$frame shocka9 shocka10
$frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6
$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
$frame shockc9 shockc10
float NO_LAVASPLASH = 2; //supress lava splash effect when raising, lowering or gibbing - dumptruck_ds
void(vector p) boss2_missile;
void() boss2_face =
{
// go for another player if multi player
if (self.enemy.health <= 0 || random() < 0.02)
{
self.enemy = find(self.enemy, classname, "player");
if (!self.enemy)
self.enemy = find(self.enemy, classname, "player");
}
ai_face();
};
void() boss2_rise1 =[ $rise1, boss2_rise2 ] {
sound_move (self, CHAN_AUTO, "boss1/out1.wav", 1, ATTN_NORM);
};
void() boss2_rise2 =[ $rise2, boss2_rise3 ] {
sound_sight (self, CHAN_AUTO, "boss1/sight1.wav", 1, ATTN_NORM);
};
void() boss2_rise3 =[ $rise3, boss2_rise4 ] {};
void() boss2_rise4 =[ $rise4, boss2_rise5 ] {};
void() boss2_rise5 =[ $rise5, boss2_rise6 ] {};
void() boss2_rise6 =[ $rise6, boss2_rise7 ] {};
void() boss2_rise7 =[ $rise7, boss2_rise8 ] {};
void() boss2_rise8 =[ $rise8, boss2_rise9 ] {};
void() boss2_rise9 =[ $rise9, boss2_rise10 ] {};
void() boss2_rise10 =[ $rise10, boss2_rise11 ] {};
void() boss2_rise11 =[ $rise11, boss2_rise12 ] {};
void() boss2_rise12 =[ $rise12, boss2_rise13 ] {};
void() boss2_rise13 =[ $rise13, boss2_rise14 ] {};
void() boss2_rise14 =[ $rise14, boss2_rise15 ] {};
void() boss2_rise15 =[ $rise15, boss2_rise16 ] {};
void() boss2_rise16 =[ $rise16, boss2_rise17 ] {};
void() boss2_rise17 =[ $rise17, boss2_missile1 ] {};
void() boss2_idle1 =[ $walk1, boss2_idle2 ]
{
// look for other players
};
void() boss2_idle2 =[ $walk2, boss2_idle3 ] {boss2_face();};
void() boss2_idle3 =[ $walk3, boss2_idle4 ] {boss2_face();};
void() boss2_idle4 =[ $walk4, boss2_idle5 ] {boss2_face();};
void() boss2_idle5 =[ $walk5, boss2_idle6 ] {boss2_face();};
void() boss2_idle6 =[ $walk6, boss2_idle7 ] {boss2_face();};
void() boss2_idle7 =[ $walk7, boss2_idle8 ] {boss2_face();};
void() boss2_idle8 =[ $walk8, boss2_idle9 ] {boss2_face();};
void() boss2_idle9 =[ $walk9, boss2_idle10 ] {boss2_face();};
void() boss2_idle10 =[ $walk10, boss2_idle11 ] {boss2_face();};
void() boss2_idle11 =[ $walk11, boss2_idle12 ] {boss2_face();};
void() boss2_idle12 =[ $walk12, boss2_idle13 ] {boss2_face();};
void() boss2_idle13 =[ $walk13, boss2_idle14 ] {boss2_face();};
void() boss2_idle14 =[ $walk14, boss2_idle15 ] {boss2_face();};
void() boss2_idle15 =[ $walk15, boss2_idle16 ] {boss2_face();};
void() boss2_idle16 =[ $walk16, boss2_idle17 ] {boss2_face();};
void() boss2_idle17 =[ $walk17, boss2_idle18 ] {boss2_face();};
void() boss2_idle18 =[ $walk18, boss2_idle19 ] {boss2_face();};
void() boss2_idle19 =[ $walk19, boss2_idle20 ] {boss2_face();};
void() boss2_idle20 =[ $walk20, boss2_idle21 ] {boss2_face();};
void() boss2_idle21 =[ $walk21, boss2_idle22 ] {boss2_face();};
void() boss2_idle22 =[ $walk22, boss2_idle23 ] {boss2_face();};
void() boss2_idle23 =[ $walk23, boss2_idle24 ] {boss2_face();};
void() boss2_idle24 =[ $walk24, boss2_idle25 ] {boss2_face();};
void() boss2_idle25 =[ $walk25, boss2_idle26 ] {boss2_face();};
void() boss2_idle26 =[ $walk26, boss2_idle27 ] {boss2_face();};
void() boss2_idle27 =[ $walk27, boss2_idle28 ] {boss2_face();};
void() boss2_idle28 =[ $walk28, boss2_idle29 ] {boss2_face();};
void() boss2_idle29 =[ $walk29, boss2_idle30 ] {boss2_face();};
void() boss2_idle30 =[ $walk30, boss2_idle31 ] {boss2_face();};
void() boss2_idle31 =[ $walk31, boss2_idle1 ] {boss2_face();};
void() boss2_missile1 =[ $attack1, boss2_missile2 ] {boss2_face();};
void() boss2_missile2 =[ $attack2, boss2_missile3 ] {boss2_face();};
void() boss2_missile3 =[ $attack3, boss2_missile4 ] {boss2_face();};
void() boss2_missile4 =[ $attack4, boss2_missile5 ] {boss2_face();};
void() boss2_missile5 =[ $attack5, boss2_missile6 ] {boss2_face();};
void() boss2_missile6 =[ $attack6, boss2_missile7 ] {boss2_face();};
void() boss2_missile7 =[ $attack7, boss2_missile8 ] {boss2_face();};
void() boss2_missile8 =[ $attack8, boss2_missile9 ] {boss2_face();};
void() boss2_missile9 =[ $attack9, boss2_missile10 ] {boss2_missile('100 100 200');};
void() boss2_missile10 =[ $attack10, boss2_missile11 ] {boss2_face();};
void() boss2_missile11 =[ $attack11, boss2_missile12 ] {boss2_face();};
void() boss2_missile12 =[ $attack12, boss2_missile13 ] {boss2_face();};
void() boss2_missile13 =[ $attack13, boss2_missile14 ] {boss2_face();};
void() boss2_missile14 =[ $attack14, boss2_missile15 ] {boss2_face();};
void() boss2_missile15 =[ $attack15, boss2_missile16 ] {boss2_face();};
void() boss2_missile16 =[ $attack16, boss2_missile17 ] {boss2_face();};
void() boss2_missile17 =[ $attack17, boss2_missile18 ] {boss2_face();};
void() boss2_missile18 =[ $attack18, boss2_missile19 ] {boss2_face();};
void() boss2_missile19 =[ $attack19, boss2_missile20 ] {boss2_face();};
void() boss2_missile20 =[ $attack20, boss2_missile21 ] {boss2_missile('100 -100 200');};
void() boss2_missile21 =[ $attack21, boss2_missile22 ] {boss2_face();};
void() boss2_missile22 =[ $attack22, boss2_missile23 ] {boss2_face();};
void() boss2_missile23 =[ $attack23, boss2_missile1 ] {boss2_face();};
void() boss2_shocka1 =[ $shocka1, boss2_shocka2 ] {};
void() boss2_shocka2 =[ $shocka2, boss2_shocka3 ] {};
void() boss2_shocka3 =[ $shocka3, boss2_shocka4 ] {};
void() boss2_shocka4 =[ $shocka4, boss2_shocka5 ] {};
void() boss2_shocka5 =[ $shocka5, boss2_shocka6 ] {};
void() boss2_shocka6 =[ $shocka6, boss2_shocka7 ] {};
void() boss2_shocka7 =[ $shocka7, boss2_shocka8 ] {};
void() boss2_shocka8 =[ $shocka8, boss2_shocka9 ] {};
void() boss2_shocka9 =[ $shocka9, boss2_shocka10 ] {};
void() boss2_shocka10 =[ $shocka10, boss2_missile1 ] {};
void() boss2_shockb1 =[ $shockb1, boss2_shockb2 ] {};
void() boss2_shockb2 =[ $shockb2, boss2_shockb3 ] {};
void() boss2_shockb3 =[ $shockb3, boss2_shockb4 ] {};
void() boss2_shockb4 =[ $shockb4, boss2_shockb5 ] {};
void() boss2_shockb5 =[ $shockb5, boss2_shockb6 ] {};
void() boss2_shockb6 =[ $shockb6, boss2_shockb7 ] {};
void() boss2_shockb7 =[ $shockb1, boss2_shockb8 ] {};
void() boss2_shockb8 =[ $shockb2, boss2_shockb9 ] {};
void() boss2_shockb9 =[ $shockb3, boss2_shockb10 ] {};
void() boss2_shockb10 =[ $shockb4, boss2_missile1 ] {};
void() boss2_shockc1 =[ $shockc1, boss2_shockc2 ] {};
void() boss2_shockc2 =[ $shockc2, boss2_shockc3 ] {};
void() boss2_shockc3 =[ $shockc3, boss2_shockc4 ] {};
void() boss2_shockc4 =[ $shockc4, boss2_shockc5 ] {};
void() boss2_shockc5 =[ $shockc5, boss2_shockc6 ] {};
void() boss2_shockc6 =[ $shockc6, boss2_shockc7 ] {};
void() boss2_shockc7 =[ $shockc7, boss2_shockc8 ] {};
void() boss2_shockc8 =[ $shockc8, boss2_shockc9 ] {};
void() boss2_shockc9 =[ $shockc9, boss2_shockc10 ] {};
void() boss2_shockc10 =[ $shockc10, boss2_death1 ] {};
void() boss2_pain1 =[ $shocka1, boss2_pain2 ] {};
void() boss2_pain2 =[ $shocka2, boss2_pain3 ] {};
void() boss2_pain3 =[ $shocka3, boss2_pain4 ] {};
void() boss2_pain4 =[ $shocka4, boss2_pain5 ] {
sound_pain (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); // pain noise
};
void() boss2_pain5 =[ $shocka5, boss2_pain6 ] {};
void() boss2_pain6 =[ $shocka6, bos2s_pain7 ] {};
void() bos2s_pain7 =[ $shocka7, boss2_pain8 ] {};
void() boss2_pain8 =[ $shocka8, boss2_pain9 ] {};
void() boss2_pain9 =[ $shocka9, boss2_missile1 ] {}; // auto shoot a lavaball
void() GibBoss2 =
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
// throw tons of meat chunks
local vector boss;
local float x, y, z;
local float r;
// local entity n;
boss = self.origin;
z = 16;
while (z <= 144)
{
x = -64;
while (x <= 64)
{
y = -64;
while (y <= 64)
{
self.origin_x = boss_x + x;
self.origin_y = boss_y + y;
self.origin_z = boss_z + z;
r = random();
if (r < 0.3)
// ThrowGib ("progs/gib1.mdl", -120);
if (self.mdl_gib1 != "") // custom models -- dumptruck_ds
{
ThrowGib (self.mdl_gib1, -120);
}
else
{
ThrowGib ("progs/gib1.mdl", -120);
}
else if (r < 0.5)
// ThrowGib ("progs/gib2.mdl", -120);
if (self.mdl_gib2 != "") // custom models -- dumptruck_ds
{
ThrowGib (self.mdl_gib2, -120);
}
else
{
ThrowGib ("progs/gib2.mdl", -120);
}
else if (r < 0.7)
ThrowGib ("progs/lavaball.mdl", -120);
else
// ThrowGib ("progs/gib3.mdl", -120);
if (self.mdl_gib3 != "") // custom models -- dumptruck_ds
{
ThrowGib (self.mdl_gib3, -120);
}
else
{
ThrowGib ("progs/gib3.mdl", -120);
}
y = y + 32;
}
x = x + 32;
}
z = z + 96;
}
local entity head;
head = spawn();
head.origin = self.origin + '0 0 128';
head.velocity_z = 600; + (random() * 200);
head.velocity_x = -300 + (random() * 600);
head.velocity_y = -200 + (random() * 600);
head.avelocity_x = random()*120;
head.avelocity_y = random()*120;
head.avelocity_z = random()*120;
head.flags = self.flags - (self.flags & FL_ONGROUND);
head.solid = SOLID_NOT;
head.movetype = MOVETYPE_BOUNCE;
head.takedamage = DAMAGE_NO;
if (self.mdl_head != "") // dumptruck_ds custom_mdls
{
setmodel (head, self.mdl_head);
}
else
{
setmodel (head, "progs/h_boss.mdl");
}
if (!self.skin_head) // dumptruck_ds
{
head.skin = self.skin_proj;
}
else
{
head.skin = 0;
}
setsize (head, '-67 -60 -6', '62 52 88');
// setsize (head, '-16 -16 0', '16 16 56');
head.touch = SUB_Null;
head.think = SUB_Remove;
head.nextthink = time + 120;
if !(self.spawnflags & NO_LAVASPLASH)
{
// killed_monsters = killed_monsters + 1; //already done in combat.qc since this is now FL_MONSTER
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
// WriteByte (MSG_ALL, SVC_KILLEDMONSTER); //already done in combat.qc since this is now FL_MONSTER -- dumptruck_ds
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove (self);
};
void() boss2_die =
{
if (self.health < -50) // if health under -15
{
GibBoss2 ();
return;
}
else // otherwise
{
boss2_death1 (); // normal death
return;
}
};
void() boss2_death1 = [$death1, boss2_death2] {
sound_death (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM);
};
void() boss2_death2 = [$death2, boss2_death3] {};
void() boss2_death3 = [$death3, boss2_death4] {};
void() boss2_death4 = [$death4, boss2_death5] {};
void() boss2_death5 = [$death5, boss2_death6] {};
void() boss2_death6 = [$death6, boss2_death7] {};
void() boss2_death7 = [$death7, boss2_death8] {};
void() boss2_death8 = [$death8, boss2_death9] {};
void() boss2_death9 = [$death9, boss2_death10]
{
sound_move (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM);
if !(self.spawnflags & NO_LAVASPLASH)
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
};
void(entity attacker, float damage) boss2_pain_go =
{
if (self.pain_finished > time)
return;
boss2_pain1();
self.pain_finished = time + 4;
};
void() boss2_death10 = [$death9, boss2_death10]
{
// unlike the code for the original monster_boss, this function doesn't
// need to increment killed_monsters or call SUB_UseTargets(); this
// entity gets killed by regular damage and has FL_MONSTER, so the
// Killed() function (in combat.qc) will already have taken care of
// those things -- iw
remove (self);
};
void(vector p) boss2_missile =
{
local vector offang;
local vector org, vec, d;
local float t;
offang = vectoangles (self.enemy.origin - self.origin);
makevectors (offang);
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
// lead the player on hard mode
if (skill > 1)
{
t = vlen(self.enemy.origin - org) / 300;
vec = self.enemy.velocity;
vec_z = 0;
d = self.enemy.origin + t * vec;
}
else
{
d = self.enemy.origin;
}
vec = normalize (d - org);
launch_spike2 (org, vec, 300);
// setmodel (newmis, "progs/lavaball.mdl");
if (self.mdl_proj != "") // dumptruck_ds custom_mdls
{
setmodel (newmis, self.mdl_proj);
}
else
{
setmodel (newmis, "progs/lavaball.mdl");
}
if (!newmis.skin_proj) // dumptruck_ds
{
newmis.skin = self.skin_proj;
}
else
{
newmis.skin = 0;
}
newmis.avelocity = '200 100 300';
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.touch = T_MissileTouch; // rocket explosion
sound_attack (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
// check for dead enemy
if (self.enemy.health <= 0)
boss2_idle1 ();
};
void() boss2_awake =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_AIM;
body_model ("progs/boss.mdl");
// setmodel (self, "progs/boss.mdl");
setsize (self, '-128 -128 -24', '128 128 256');
if (!self.health)
{
if (skill == 0)
self.health = 1000;
else
self.health = 3000;
}
// note that self.th_run has to be set in order to avoid a "NULL
// function" Host_Error in the case where T_Damage() calls
// FoundTarget(), which calls HuntTarget(), which uses self.th_run as
// the next self.think -- iw
self.th_run = boss2_missile1;
self.th_pain = boss2_pain_go;
self.th_die = boss2_die;
// give the boss a couple of seconds to finish rising before allowing it
// to go into its pain animation -- iw
self.pain_finished = time + 2;
self.enemy = activator;
if !(self.spawnflags & NO_LAVASPLASH)
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
self.yaw_speed = 20;
boss2_rise1 ();
};
/*QUAKED monster_boss2 (1 0 0) (-128 -128 -24) (128 128 256)
*/
void() monster_boss2 =
{
if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
return;
if (self.spawnflags & I_AM_TURRET)
objerror("Incompatible spawnflag: TURRET_MODE\n");
if (deathmatch)
{
remove(self);
return;
} //custom sounds and models -- dumptruck_ds
precache_body_model ("progs/boss.mdl");
precache_head_model ("progs/h_boss.mdl");
precache_model ("progs/lavaball.mdl");
// precache_model ("progs/boss.mdl");
precache_model ("progs/h_boss.mdl");
precache_sound ("weapons/rocket1i.wav");
precache_sound_move ("boss1/out1.wav");
precache_sound_sight ("boss1/sight1.wav");
precache_sound ("misc/power.wav");
precache_sound_attack ("boss1/throw.wav");
precache_sound_pain ("boss1/pain.wav");
precache_sound_death ("boss1/death.wav");
precache_gib1 ("progs/gib1.mdl");
precache_gib2 ("progs/gib2.mdl");
precache_gib3 ("progs/gib3.mdl");
total_monsters = total_monsters + 1;
self.flags = FL_MONSTER;
self.touch = monster_touch; // 1998-09-16 Sliding/not-jumping on monsters/boxes/players fix by Maddes/Kryten
self.use = boss2_awake;
};