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 :)
This commit is contained in:
Bill Currie 2012-04-29 18:01:50 +09:00
parent 1a6a4efe47
commit 1385e604d4
1 changed files with 17 additions and 4 deletions

View File

@ -52,6 +52,7 @@ $frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
$frame magicc9 magicc10 magicc11
void() hknight_random_magic;
void() hknight_char_a1;
void() hknight_run1;
void() hk_idle_sound;
@ -239,7 +240,7 @@ void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);};
void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);};
void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);};
void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();};
void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();};
void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();hknight_random_magic();};
//============================================================================
@ -255,7 +256,7 @@ void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);};
void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);};
void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);};
void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);};
void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();};
void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();hknight_random_magic();};
//============================================================================
@ -269,7 +270,7 @@ void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);};
void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);};
void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);};
void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);};
void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);};
void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);hknight_random_magic();};
//===========================================================================
@ -399,6 +400,18 @@ void() hknight_melee =
}
};
void() hknight_random_magic =
{
local float zufall;
zufall = random ();
if (zufall > 0.65)
self.th_missile = hknight_magica1;
else if (zufall < 0.34)
self.th_missile = hknight_magicb1;
else
self.th_missile = hknight_magicc1;
};
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_hell_knight =
@ -437,7 +450,7 @@ void() monster_hell_knight =
self.th_walk = hknight_walk1;
self.th_run = hknight_run1;
self.th_melee = hknight_melee;
self.th_missile = hknight_magicc1;
self.th_missile = hknight_random_magic;
self.th_pain = hknight_pain;
self.th_die = hknight_die;