mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/*
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==============================================================================
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spike mine
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==============================================================================
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*/
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$cd id1/models/demon3
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$scale 0.8
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame stand10 stand11 stand12 stand13
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
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$frame run1 run2 run3 run4 run5 run6
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$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
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$frame leap11 leap12
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$frame pain1 pain2 pain3 pain4 pain5 pain6
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$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
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$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
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$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
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void() monster_spikemine =
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{
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if (deathmatch)
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{
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remove(self);
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return;
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}
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precache_model ("progs/demon.mdl");
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precache_model ("progs/h_demon.mdl");
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precache_sound ("demon/ddeath.wav");
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precache_sound ("demon/dhit2.wav");
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precache_sound ("demon/djump.wav");
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precache_sound ("demon/dpain1.wav");
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precache_sound ("demon/idle1.wav");
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precache_sound ("demon/sight2.wav");
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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setmodel (self, "progs/demon.mdl");
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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/*
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self.th_stand = gremlin_stand1;
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self.th_walk = gremlin_walk1;
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self.th_run = gremlin_run1;
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self.th_die = gremlin_die;
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self.th_melee = Gremlin_MeleeAttack; // one of two attacks
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self.th_missile = Gremlin_MissileAttack; // check for random jump or firing of weapon
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self.th_pain = gremlin_pain;
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walkmonster_start();
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*/
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};
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