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