mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 03:51:32 +00:00
monsters change
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1114 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
39990c213d
commit
a51bbbdbcb
8 changed files with 41 additions and 737 deletions
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@ -3,7 +3,7 @@
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#define TRUE 1
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#ifdef FTE
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// use real floats if using FTE type progs
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// use real int if using FTE type progs
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#define INTEGER int
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#else
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#define INTEGER float
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@ -386,7 +386,7 @@ float TE_LIGHTNINGBLOOD = 13;
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#define ATTN_NONE 0.0 // no volume fall off due to range
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#define ATTN_NORM 1.0 // small volume fall off (1000 range)
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#define ATTN_IDLE 2.0 // medium volume fall off (500 range)
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#define ATTN_STATIC 3.0 // large volume fall oof (333 range)
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#define ATTN_STATIC 3.0 // large volume fall off (333 range)
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// entity effects
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@ -472,15 +472,18 @@ float spotspawn;
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.string killtarget; // used by anything using SUB_UseTargets (items/triggers/etc)
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//
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// monster ai
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//
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.void(entity attacker, float damage) th_pain; // used by secret doors, monsters, players
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.void() th_die; // used by anything damagable (doors/buttons/players/monsters/explobox/triggermultiple)
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.float speed; // used with door/plats/fireball spawner, inherited
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.string map; // used with world/trigger_changelevel, inherited
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// used with monsters/players
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INTEGER ammo_shells_real; // real shells count
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INTEGER ammo_nails_real; // real nails count
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INTEGER ammo_rockets_real; // real rockets count
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INTEGER ammo_cells_real; // real cells count
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// Zoid Additions
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.float maxspeed; // Used to set Maxspeed on a player
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.float gravity; // Gravity Multiplier (0 to 1.0)
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@ -599,10 +602,6 @@ enum {
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float waterdmg; // damage water will deal when drowning
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float walkframe; // used with walking animation
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float jump_flag; // last z velocity used for falling damage
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INTEGER ammo_shells_real; // real shells count
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INTEGER ammo_nails_real; // real nails count
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INTEGER ammo_rockets_real; // real rockets count
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INTEGER ammo_cells_real; // real cells count
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INTEGER ammo_type; // ammo type in use
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};
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struct { // fields used with bubbles spawned from drowning
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@ -669,7 +668,7 @@ void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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// #5 was removed
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void() break = #6;
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// void() break = #6;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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@ -1222,9 +1222,6 @@ POWERUPS
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===============================================================================
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*/
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void() powerup_touch;
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void() powerup_touch =
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{
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if (other.classname != "player")
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@ -1540,7 +1537,6 @@ void() DropBackpack =
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{
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local entity item;
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// FIX THIS FOR MONSTERS
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if (!(self.ammo_shells_real + self.ammo_nails_real + self.ammo_rockets_real + self.ammo_cells_real))
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return; // nothing in it
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@ -2,10 +2,7 @@
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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*/
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void() info_null =
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{
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remove(self);
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};
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void() info_null = SUB_Remove;
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for lightning.
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@ -377,9 +374,7 @@ void() trap_shooter =
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===============================================================================
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*/
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void() make_bubbles;
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void() bubble_remove;
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void() bubble_bob;
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
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@ -387,10 +382,7 @@ void() bubble_bob;
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testing air bubbles
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*/
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void() air_bubbles =
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{
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remove (self);
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};
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var void() air_bubbles = SUB_Remove;
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void() make_bubbles =
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{
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@ -404,7 +396,6 @@ local entity bubble;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.bubble_state = 0;
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@ -425,7 +416,6 @@ local entity bubble;
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bubble.velocity = self.velocity;
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 1;
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bubble.bubble_state = 10;
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@ -436,16 +426,6 @@ local entity bubble;
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remove (self);
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};
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void() bubble_remove =
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{
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if (other.classname == self.classname)
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{
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// dprint ("bump");
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return;
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}
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remove(self);
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};
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void() bubble_bob =
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{
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local float rnd1, rnd2, rnd3;
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@ -491,15 +471,7 @@ local float rnd1, rnd2, rnd3;
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Just for the debugging level. Don't use
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*/
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void() viewthing =
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{
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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precache_model ("progs/player.mdl");
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setmodel (self, "progs/player.mdl");
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};
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var void() viewthing = SUB_Remove;
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/*
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==============================================================================
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@ -531,7 +503,6 @@ void() func_wall =
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A simple entity that looks solid but lets you walk through it.
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*/
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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@ -544,7 +515,6 @@ void() func_illusionary =
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This bmodel will appear if the episode has allready been completed, so players can't reenter it.
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*/
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void() func_episodegate =
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{
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if (!(serverflags & self.spawnflags))
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return; // can still enter episode
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@ -560,10 +530,12 @@ void() func_episodegate =
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This bmodel appears unless players have all of the episode sigils.
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*/
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void() func_bossgate =
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{
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if ( (serverflags & 15) == 15)
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{
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remove(self);
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return; // all episodes completed
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}
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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@ -1,585 +0,0 @@
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/*
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===============================================================================
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WORLD WEAPONS
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===============================================================================
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*/
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$modelname g_shot
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$cd /raid/quake/id1/models/g_shot
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$origin 0 0 -24
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame shot1
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$modelname g_nail
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$cd /raid/quake/id1/models/g_nail
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_nail2
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$cd /raid/quake/id1/models/g_nail2
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot2
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$modelname g_rock
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$cd /raid/quake/id1/models/g_rock
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_rock2
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$cd /raid/quake/id1/models/g_rock2
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_light
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$cd /raid/quake/id1/models/g_light
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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/*
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===============================================================================
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VIEW WEAPONS
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===============================================================================
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*/
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$modelname v_axe
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$cd /raid/quake/id1/models/v_axe
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$origin 0 5 54
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$base base
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$skin skin
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$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
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$modelname v_shot
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$cd /raid/quake/id1/models/v_shot
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_shot2
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$cd /raid/quake/id1/models/v_shot2
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$origin 0 0 56
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_rock2
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$cd /raid/quake/id1/models/v_rock2
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
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$modelname v_rock
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$cd /raid/quake/id1/models/v_rock
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_nail2
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$cd /raid/quake/id1/models/v_nail2
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
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$modelname v_nail
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$cd /raid/quake/id1/models/v_nail
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
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$modelname v_light
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$cd /raid/quake/id1/models/v_light
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5
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/*
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===============================================================================
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ITEMS
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===============================================================================
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*/
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$modelname w_g_key
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$cd /raid/quake/id1/models/w_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname w_s_key
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$cd /raid/quake/id1/models/w_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname m_g_key
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$cd /raid/quake/id1/models/m_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname m_s_key
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$cd /raid/quake/id1/models/m_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname b_g_key
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$cd /raid/quake/id1/models/b_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname b_s_key
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$cd /raid/quake/id1/models/b_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname quaddama
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$cd /raid/quake/id1/models/quaddama
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname invisibl
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$cd /raid/quake/id1/models/invisibl
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname invulner
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$flags 8 // client side rotate
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$cd /raid/quake/id1/models/invulner
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$base base
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$skin skin
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$frame frame1
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//modelname jetpack
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//cd /raid/quake/id1/models/jetpack
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//flags 8 // client side rotate
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//base base
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//skin skin
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//frame frame1
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$modelname cube
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$cd /raid/quake/id1/models/cube
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname suit
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$cd /raid/quake/id1/models/suit
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname boots
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$cd /raid/quake/id1/models/boots
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end1
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$cd /raid/quake/id1/models/end1
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end2
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$cd /raid/quake/id1/models/end2
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end3
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$cd /raid/quake/id1/models/end3
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end4
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$cd /raid/quake/id1/models/end4
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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/*
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===============================================================================
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GIBS
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===============================================================================
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*/
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$modelname gib1
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$cd /raid/quake/id1/models/gib1
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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// torso
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$modelname gib2
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$cd /raid/quake/id1/models/gib2
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname gib3
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$cd /raid/quake/id1/models/gib3
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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// heads
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$modelname h_player
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$cd /raid/quake/id1/models/h_player
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_dog
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$cd /raid/quake/id1/models/h_dog
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_mega
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$cd /raid/quake/id1/models/h_mega
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_guard
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$cd /raid/quake/id1/models/h_guard
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_wizard
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$cd /raid/quake/id1/models/h_wizard
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_knight
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$cd /raid/quake/id1/models/h_knight
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_hellkn
|
||||
$cd /raid/quake/id1/models/h_hellkn
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_zombie
|
||||
$cd /raid/quake/id1/models/h_zombie
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_shams
|
||||
$cd /raid/quake/id1/models/h_shams
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_shal
|
||||
$cd /raid/quake/id1/models/h_shal
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_ogre
|
||||
$cd /raid/quake/id1/models/h_ogre
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname h_demon
|
||||
$cd /raid/quake/id1/models/h_demon
|
||||
$flags 4 // EF_GIB
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
MISC
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
$modelname armor
|
||||
$cd /raid/quake/id1/models/armor
|
||||
$flags 8 // client side rotate
|
||||
$origin 0 0 -8
|
||||
$base base
|
||||
$skin skin
|
||||
$skin skin2
|
||||
$skin skin3
|
||||
$frame armor
|
||||
|
||||
$modelname s_light // shambler lightning ready
|
||||
$cd /raid/quake/id1/models/s_light
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1 frame2 frame3
|
||||
|
||||
$modelname bolt3 // lightning towar bolts
|
||||
$cd /raid/quake/id1/models/bolt2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$scale 4
|
||||
$skin skin
|
||||
$frame light
|
||||
|
||||
$modelname bolt2
|
||||
$cd /raid/quake/id1/models/bolt2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame light
|
||||
|
||||
$modelname bolt
|
||||
$cd /raid/quake/id1/models/bolt
|
||||
$origin 0 0 0
|
||||
$base light
|
||||
$skin light
|
||||
$frame light
|
||||
|
||||
$modelname laser
|
||||
$cd /raid/quake/id1/models/laser
|
||||
$base base
|
||||
$skin skin
|
||||
$scale 2
|
||||
$frame frame1
|
||||
|
||||
$modelname flame // with torch
|
||||
$cd /raid/quake/id1/models/flame
|
||||
$origin 0 0 12
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame flame1 0.1
|
||||
$frame flame2 0.1
|
||||
$frame flame3 0.1
|
||||
$frame flame4 0.1
|
||||
$frame flame5 0.1
|
||||
$frame flame6 0.1
|
||||
$framegroupend
|
||||
|
||||
$modelname flame2 // standing flame, no torch
|
||||
$cd /raid/quake/id1/models/flame2
|
||||
$origin 0 0 12
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame flame1 0.1
|
||||
$frame flame2 0.1
|
||||
$frame flame3 0.1
|
||||
$frame flame4 0.1
|
||||
$frame flame5 0.1
|
||||
$frame flame6 0.1
|
||||
$framegroupend
|
||||
$framegroupstart
|
||||
$frame flameb1
|
||||
$frame flameb2
|
||||
$frame flameb3
|
||||
$frame flameb4
|
||||
$frame flameb5
|
||||
$frame flameb6
|
||||
$frame flameb7
|
||||
$frame flameb8
|
||||
$frame flameb9
|
||||
$frame flameb10
|
||||
$frame flameb11
|
||||
$framegroupend
|
||||
|
||||
$modelname zom_gib
|
||||
$cd /raid/quake/id1/models/zom_gib
|
||||
$flags 32 // EF_ZOMGIB
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname eyes
|
||||
$cd /raid/quake/id1/models/eyes
|
||||
$origin 0 0 -24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname spike
|
||||
$cd /raid/quake/id1/models/spike
|
||||
$origin 0 0 0
|
||||
$base spike
|
||||
$skin skin
|
||||
$frame spike
|
||||
|
||||
$modelname s_spike
|
||||
$cd /raid/quake/id1/models/s_spike
|
||||
$origin 0 0 0
|
||||
$base spike
|
||||
$skin skin
|
||||
$frame spike
|
||||
|
||||
$modelname v_spike
|
||||
$cd /raid/quake/id1/models/v_spike
|
||||
$flags 128 // EF_TRACER3
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname w_spike
|
||||
$cd /raid/quake/id1/models/w_spike
|
||||
$flags 16 // EF_TRACER
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$framegroupstart
|
||||
$frame frame1 0.1
|
||||
$frame frame2 0.1
|
||||
$frame frame3 0.1
|
||||
$frame frame4 0.1
|
||||
$framegroupend
|
||||
|
||||
$modelname k_spike
|
||||
$cd /raid/quake/id1/models/k_spike
|
||||
$flags 64 // EF_TRACER2
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname backpack
|
||||
$cd /raid/quake/id1/models/backpack
|
||||
$flags 8 // EF_ROTATE
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname grenade
|
||||
$cd /raid/quake/id1/models/grenade2
|
||||
$flags 2 // EF_GRENADE
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame grenade
|
||||
|
||||
$modelname missile
|
||||
$cd /raid/quake/id1/models/missile
|
||||
$flags 1 // EF_ROCKET
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame missile
|
||||
|
||||
$modelname lavaball
|
||||
$cd /raid/quake/id1/models/lavaball
|
||||
$flags 1 // EF_ROCKET
|
||||
$origin 0 0 0
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
$modelname teleport
|
||||
$cd /raid/quake/id1/models/teleport
|
||||
$origin 0 0 24
|
||||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
20
quakec/basemod/nomonst.qc
Normal file
20
quakec/basemod/nomonst.qc
Normal file
|
@ -0,0 +1,20 @@
|
|||
|
||||
// QC for a monsterless compile
|
||||
|
||||
var void() monster_ogre = SUB_Remove;
|
||||
var void() monster_demon1 = SUB_Remove;
|
||||
var void() monster_shambler = SUB_Remove;
|
||||
var void() monster_knight = SUB_Remove;
|
||||
var void() monster_army = SUB_Remove;
|
||||
var void() monster_wizard = SUB_Remove;
|
||||
var void() monster_dog = SUB_Remove;
|
||||
var void() monster_zombie = SUB_Remove;
|
||||
var void() monster_boss = SUB_Remove;
|
||||
var void() monster_tarbaby = SUB_Remove;
|
||||
var void() monster_hell_knight = SUB_Remove;
|
||||
var void() monster_fish = SUB_Remove;
|
||||
var void() monster_shalrath = SUB_Remove;
|
||||
var void() monster_enforcer = SUB_Remove;
|
||||
var void() monster_oldone = SUB_Remove;
|
||||
var void() event_lightning = SUB_Remove;
|
||||
var void() path_corner = SUB_Remove;
|
|
@ -37,5 +37,9 @@
|
|||
#include "triggers.qc"
|
||||
#include "plats.qc"
|
||||
#include "misc.qc"
|
||||
#include "server.qc"
|
||||
|
||||
#ifdef MONSTERS
|
||||
|
||||
#else
|
||||
#include "nomonst.qc"
|
||||
#endif
|
||||
|
|
|
@ -1,99 +0,0 @@
|
|||
|
||||
void() monster_ogre = {remove(self);};
|
||||
void() monster_demon1 = {remove(self);};
|
||||
void() monster_shambler = {remove(self);};
|
||||
void() monster_knight = {remove(self);};
|
||||
void() monster_army = {remove(self);};
|
||||
void() monster_wizard = {remove(self);};
|
||||
void() monster_dog = {remove(self);};
|
||||
void() monster_zombie = {remove(self);};
|
||||
void() monster_boss = {remove(self);};
|
||||
void() monster_tarbaby = {remove(self);};
|
||||
void() monster_hell_knight = {remove(self);};
|
||||
void() monster_fish = {remove(self);};
|
||||
void() monster_shalrath = {remove(self);};
|
||||
void() monster_enforcer = {remove(self);};
|
||||
void() monster_oldone = {remove(self);};
|
||||
void() event_lightning = {remove(self);};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
MOVETARGET CODE
|
||||
|
||||
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
|
||||
|
||||
targetname
|
||||
must be present. The name of this movetarget.
|
||||
|
||||
target
|
||||
the next spot to move to. If not present, stop here for good.
|
||||
|
||||
pausetime
|
||||
The number of seconds to spend standing or bowing for path_stand or path_bow
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
=============
|
||||
t_movetarget
|
||||
|
||||
Something has bumped into a movetarget. If it is a monster
|
||||
moving towards it, change the next destination and continue.
|
||||
==============
|
||||
*/
|
||||
void() t_movetarget =
|
||||
{
|
||||
local entity temp;
|
||||
|
||||
if (other.movetarget != self)
|
||||
return;
|
||||
|
||||
if (other.enemy)
|
||||
return; // fighting, not following a path
|
||||
|
||||
temp = self;
|
||||
self = other;
|
||||
other = temp;
|
||||
|
||||
if (self.classname == "monster_ogre")
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
|
||||
|
||||
//dprint ("t_movetarget\n");
|
||||
self.goalentity = self.movetarget = find (world, targetname, other.target);
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
self.pausetime = time + 999999;
|
||||
self.th_stand ();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() movetarget_f =
|
||||
{
|
||||
if (!self.targetname)
|
||||
objerror ("monster_movetarget: no targetname");
|
||||
|
||||
self.solid = SOLID_TRIGGER;
|
||||
self.touch = t_movetarget;
|
||||
setsize (self, '-8 -8 -8', '8 8 8');
|
||||
|
||||
};
|
||||
|
||||
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
|
||||
Monsters will continue walking towards the next target corner.
|
||||
*/
|
||||
void() path_corner =
|
||||
{
|
||||
if (deathmatch)
|
||||
remove(self);
|
||||
else
|
||||
movetarget_f ();
|
||||
};
|
||||
|
||||
|
||||
|
||||
//============================================================================
|
|
@ -24,10 +24,7 @@ void() W_Precache =
|
|||
precache_sound ("weapons/shotgn2.wav"); // super shotgun
|
||||
};
|
||||
|
||||
float() crandom =
|
||||
{
|
||||
return 2*(random() - 0.5);
|
||||
};
|
||||
#define crandom() (2*(random()-0.5))
|
||||
|
||||
/*
|
||||
Ammo update functions
|
||||
|
|
Loading…
Reference in a new issue