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Make the hellknight a little more interesting.
While looking for information on IQM on inside3d, I found a tut on making the hellnight use all three magic attack animations (id used only the third). It seemed like a good idea, so here it is :)
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1 changed files with 17 additions and 4 deletions
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@ -52,6 +52,7 @@ $frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
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$frame magicc9 magicc10 magicc11
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void() hknight_random_magic;
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void() hknight_char_a1;
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void() hknight_run1;
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void() hk_idle_sound;
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@ -239,7 +240,7 @@ void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);};
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void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);};
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void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);};
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void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();};
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void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();};
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void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();hknight_random_magic();};
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//============================================================================
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@ -255,7 +256,7 @@ void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);};
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void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);};
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void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);};
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void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);};
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void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();};
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void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();hknight_random_magic();};
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//============================================================================
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@ -269,7 +270,7 @@ void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);};
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void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);};
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void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);};
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void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);};
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void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);};
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void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);hknight_random_magic();};
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//===========================================================================
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@ -399,6 +400,18 @@ void() hknight_melee =
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}
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};
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void() hknight_random_magic =
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{
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local float zufall;
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zufall = random ();
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if (zufall > 0.65)
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self.th_missile = hknight_magica1;
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else if (zufall < 0.34)
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self.th_missile = hknight_magicb1;
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else
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self.th_missile = hknight_magicc1;
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};
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/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
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*/
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void() monster_hell_knight =
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@ -437,7 +450,7 @@ void() monster_hell_knight =
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self.th_walk = hknight_walk1;
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self.th_run = hknight_run1;
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self.th_melee = hknight_melee;
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self.th_missile = hknight_magicc1;
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self.th_missile = hknight_random_magic;
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self.th_pain = hknight_pain;
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self.th_die = hknight_die;
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