mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-28 14:42:05 +00:00
89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
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")
|
|
// play chainsaw drag sound
|
|
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
|
|
|
|
// 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 ();
|
|
return;
|
|
}
|
|
};
|
|
|
|
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 =
|
|
{
|
|
movetarget_f ();
|
|
};
|