mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
79 lines
2.4 KiB
R
79 lines
2.4 KiB
R
#include "paroxysm.rh"
|
|
|
|
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 ();
|
|
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 ();
|
|
};
|
|
|
|
//============================================================================
|