forked from id/quake-qw-qc
97 lines
2.4 KiB
C++
97 lines
2.4 KiB
C++
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void() monster_ogre = {remove(self);};
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void() monster_demon1 = {remove(self);};
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void() monster_shambler = {remove(self);};
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void() monster_knight = {remove(self);};
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void() monster_army = {remove(self);};
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void() monster_wizard = {remove(self);};
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void() monster_dog = {remove(self);};
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void() monster_zombie = {remove(self);};
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void() monster_boss = {remove(self);};
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void() monster_tarbaby = {remove(self);};
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void() monster_hell_knight = {remove(self);};
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void() monster_fish = {remove(self);};
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void() monster_shalrath = {remove(self);};
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void() monster_enforcer = {remove(self);};
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void() monster_oldone = {remove(self);};
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void() event_lightning = {remove(self);};
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/*
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==============================================================================
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MOVETARGET CODE
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The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
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targetname
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must be present. The name of this movetarget.
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target
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the next spot to move to. If not present, stop here for good.
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pausetime
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The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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/*
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=============
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t_movetarget
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Something has bumped into a movetarget. If it is a monster
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moving towards it, change the next destination and continue.
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==============
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*/
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void() t_movetarget =
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{
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local entity temp;
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if (other.movetarget != self)
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return;
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if (other.enemy)
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return; // fighting, not following a path
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temp = self;
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self = other;
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other = temp;
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if (self.classname == "monster_ogre")
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
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//dprint ("t_movetarget\n");
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self.goalentity = self.movetarget = find (world, targetname, other.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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self.pausetime = time + 999999;
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self.th_stand ();
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return;
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}
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};
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void() movetarget_f =
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{
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if (!self.targetname)
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objerror ("monster_movetarget: no targetname");
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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setsize (self, '-8 -8 -8', '8 8 8');
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};
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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void() path_corner =
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{
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movetarget_f ();
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};
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//============================================================================
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