nuclide-lite/id1/src/monsters/army.qc

165 lines
3.2 KiB
C++

enum
{
armyAnim_stand1,
armyAnim_stand2,
armyAnim_stand3,
armyAnim_stand4,
armyAnim_stand5,
armyAnim_stand6,
armyAnim_stand7,
armyAnim_stand8,
armyAnim_death1,
armyAnim_death2,
armyAnim_death3,
armyAnim_death4,
armyAnim_death5,
armyAnim_death6,
armyAnim_death7,
armyAnim_death8,
armyAnim_death9,
armyAnim_death10,
armyAnim_deathc1,
armyAnim_deathc2,
armyAnim_deathc3,
armyAnim_deathc4,
armyAnim_deathc5,
armyAnim_deathc6,
armyAnim_deathc7,
armyAnim_deathc8,
armyAnim_deathc9,
armyAnim_deathc10,
armyAnim_deathc11,
armyAnim_load1,
armyAnim_load2,
armyAnim_load3,
armyAnim_load4,
armyAnim_load5,
armyAnim_load6,
armyAnim_load7,
armyAnim_load8,
armyAnim_load9,
armyAnim_load10,
armyAnim_load11,
armyAnim_pain1,
armyAnim_pain2,
armyAnim_pain3,
armyAnim_pain4,
armyAnim_pain5,
armyAnim_pain6,
armyAnim_painb1,
armyAnim_painb2,
armyAnim_painb3,
armyAnim_painb4,
armyAnim_painb5,
armyAnim_painb6,
armyAnim_painb7,
armyAnim_painb8,
armyAnim_painb9,
armyAnim_painb10,
armyAnim_painb11,
armyAnim_painb12,
armyAnim_painb13,
armyAnim_painb14,
armyAnim_painc1,
armyAnim_painc2,
armyAnim_painc3,
armyAnim_painc4,
armyAnim_painc5,
armyAnim_painc6,
armyAnim_painc7,
armyAnim_painc8,
armyAnim_painc9,
armyAnim_painc10,
armyAnim_painc11,
armyAnim_painc12,
armyAnim_painc13,
armyAnim_run1,
armyAnim_run2,
armyAnim_run3,
armyAnim_run4,
armyAnim_run5,
armyAnim_run6,
armyAnim_run7,
armyAnim_run8,
armyAnim_shoot1,
armyAnim_shoot2,
armyAnim_shoot3,
armyAnim_shoot4,
armyAnim_shoot5,
armyAnim_shoot6,
armyAnim_shoot7,
armyAnim_shoot8,
armyAnim_shoot9,
armyAnim_prowl_1,
armyAnim_prowl_2,
armyAnim_prowl_3,
armyAnim_prowl_4,
armyAnim_prowl_5,
armyAnim_prowl_6,
armyAnim_prowl_7,
armyAnim_prowl_8,
armyAnim_prowl_9,
armyAnim_prowl_10,
armyAnim_prowl_11,
armyAnim_prowl_12,
armyAnim_prowl_13,
armyAnim_prowl_14,
armyAnim_prowl_15,
armyAnim_prowl_16,
armyAnim_prowl_17,
armyAnim_prowl_18,
armyAnim_prowl_19,
armyAnim_prowl_20,
armyAnim_prowl_21,
armyAnim_prowl_22,
armyAnim_prowl_23,
armyAnim_prowl_24,
};
class quakeSoldier:ncActor {
void quakeSoldier( void );
virtual void Precache( void );
virtual void Spawn( void );
};
void quakeSoldier::quakeSoldier( void ) {
}
void quakeSoldier::Precache( void ) {
ncEngine::Precache_Model( "progs/soldier.mdl" );
ncEngine::Precache_Model( "progs/gib1.mdl" );
ncEngine::Precache_Model( "progs/gib2.mdl" );
ncEngine::Precache_Model( "progs/gib3.mdl" );
ncEngine::Precache_Model( "progs/h_guard.mdl" );
ncEngine::Precache_Sound( "player/udeath.wav" );
ncEngine::Precache_Sound( "soldier/death1.wav" );
ncEngine::Precache_Sound( "soldier/idle.wav" );
ncEngine::Precache_Sound( "soldier/pain1.wav" );
ncEngine::Precache_Sound( "soldier/pain2.wav" );
ncEngine::Precache_Sound( "soldier/sattck1.wav" );
ncEngine::Precache_Sound( "soldier/sight1.wav" );
}
void quakeSoldier::Spawn( void ) {
SetModel( "progs/soldier.mdl" );
SetSize( VEC_HULL_MIN, VEC_HULL_MAX );
SetWalkCycle( armyAnim_run1, armyAnim_run8, 10.0f );
SetIdleCycle( armyAnim_stand1, armyAnim_stand8, 10.0f );
SetHealth( 30 );
}
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 32) AMBUSH
# OVERVIEW
Soldier. Health: 30.
# KEYS
- "targetname" : Name
# SPAWNFLAGS
- AMBUSH (1) : Ambush!
*/
LINK_ENTITY_TO_CLASS(monster_army, quakeSoldier)