q3rally/baseq3r/botfiles/bots/kyonshi_t.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 2006 Dmn_clown (aka: Bob Isaac (rjisaac@gmail.com))
This file is part of Open Arena and is based upon Mr. Elusive's fuzzy logic
system found in Quake 3 Arena.
Open Arena is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Open Arena is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
chat "kyonshi"
{
#include "teamplay.h"
type "game_enter"
{
"Ahh, there is so much chi here... I will feed well!";
}
type "game_exit"
{
"It's not easy being dead... so much to do so little time";
"Toodles";
"My hunger grows, I am off to find better chi.";
GOODBYE4;
GOODBYE2;
}
type "level_start"
{
"Ooh ", 4, "! I like this place!";
}
type "level_end"
{
"Not bad... I like ", 4, " fast, clean, deadly, and filled with chi.";
}
type "level_end_victory"
{
"You cannot kill what is already dead.";
"Thank you for your chi.";
}
type "level_end_lose"
{
"Aww... crap!";
}
type "hit_talking"
{
"Do you MIND!";
DEATH_TALKING;
DEATH_TALKING;
}
type "hit_nodeath"
{
TAUNT_FEM0;
}
type "hit_nokill"
{
HIT_NOKILL0;
HIT_NOKILL1;
HIT_NOKILL1;
}
type "death_telefrag"
{
DEATH_TELEFRAGGED0;
}
type "death_cratered"
{
DEATH_FALLING0;
}
type "death_lava"
{
"So the dead can die...";
}
type "death_slime"
{
"I need a bath now.";
}
type "death_drown"
{
"Much easier than my last death.";
}
type "death_suicide"
{
DEATH_SUICIDE0;
}
type "death_gauntlet"
{
"I did not see that coming.";
"The shame...";
DEATH_FEM_INSULT0;
DEATH_GAUNTLET0;
DEATH_GAUNTLET1;
}
type "death_rail"
{
DEATH_RAIL1;
DEATH_RAIL0;
DEATH_FEM_INSULT1;
"Your death will not be quick.";
}
type "death_bfg"
{
DEATH_BFG1;
DEATH_FEM_INSULT2;
"I feel you lack the skill to truly face me.";
}
type "death_insult"
{
DEATH_FEM_INSULT0;
DEATH_FEM_INSULT2;
DEATH_FEM_INSULT1;
DEATH_FEM_INSULT3;
}
type "death_praise"
{
"The NSA just told me to tell you, ", 0, ", that they liked that last move.";
0, ", ~you suck!";
"I almost didn't see it coming.";
}
type "kill_rail"
{
DEATH_RAIL1;
DEATH_RAIL1;
DEATH_RAIL1;
}
type "kill_gauntlet"
{
KILL_GAUNTLET0;
KILL_GAUNTLET1;
KILL_GAUNTLET2;
}
type "kill_telefrag"
{
TELEFRAGGED0;
}
type "kill_suicide"
{
TAUNT_FEM0;
TAUNT0;
}
type "kill_insult"
{
"*sigh*";
"Oh puh-lease!";
"You might want to put that gun down before you hurt yourself.";
"Pure luck.";
}
type "kill_praise"
{
"~I'm impressed.";
}
type "random_insult"
{
"An insignificant gnat will fall by the wayside.";
"Your ~mother needs to stop calling me.";
"Your ~mama is a necrophiliac.";
"douchebag";
}
type "random_misc"
{
GRRLTALK0;
GRRLTALK1;
"Do you ever get that not so fresh feeling? I do, but I am a corpse.";
0, " die already so I can feast on your chi!";
"~They're out there watching you as we speak.";
"Shh... ~they're listening.";
}
}