mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
9871fa2401
monsters were previously seen by the kill detection code in combat.qc. combat.qc now has a while loop to determine how many kills it should update the client with. boss.qc has an adjustment to prevent the boss death from giving you 2 frags. all the rest have adjustments to make killed_monsters++ on monster death, assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise it should work normally. This code is a little buggy, but Grievre wanted to see, so... *shrug* Hikaru
469 lines
14 KiB
C++
469 lines
14 KiB
C++
/*
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==============================================================================
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OGRE
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==============================================================================
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*/
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void bringback ();
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void savecritter ();
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$cd id1/models/ogre_c
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$origin 0 0 24
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$base base
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$skin base
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$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
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$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
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$frame run1 run2 run3 run4 run5 run6 run7 run8
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$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
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$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
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$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
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$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
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$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
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$frame pain1 pain2 pain3 pain4 pain5
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$frame painb1 painb2 painb3
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$frame painc1 painc2 painc3 painc4 painc5 painc6
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$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
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$frame paind11 paind12 paind13 paind14 paind15 paind16
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$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
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$frame paine11 paine12 paine13 paine14 paine15
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$frame death1 death2 death3 death4 death5 death6
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$frame death7 death8 death9 death10 death11 death12
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$frame death13 death14
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$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
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$frame bdeath7 bdeath8 bdeath9 bdeath10
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$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
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//=============================================================================
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void() OgreGrenadeExplode =
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{
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T_RadiusDamage (self, self.owner, 40, world);
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sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
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WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_EXPLOSION);
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WriteCoordV (MSG_BROADCAST, self.origin);
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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setmodel (self, "progs/s_explod.spr");
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self.solid = SOLID_NOT;
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s_explode1 ();
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};
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void() OgreGrenadeTouch =
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{
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if (other == self.owner)
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return; // don't explode on owner
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if (other.takedamage == DAMAGE_AIM) {
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OgreGrenadeExplode ();
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return;
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}
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sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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};
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void() OgreFireGrenade =
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{
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local entity missile;
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self.effects |= EF_MUZZLEFLASH;
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_BBOX;
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// set missile speed
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makevectors (self.angles);
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missile.velocity = normalize(self.enemy.origin - self.origin);
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missile.velocity = missile.velocity * 600;
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missile.velocity_z = 200;
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missile.avelocity = '300 300 300';
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missile.angles = vectoangles (missile.velocity);
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missile.touch = OgreGrenadeTouch;
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// set missile duration
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missile.nextthink = time + 2.5;
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missile.think = OgreGrenadeExplode;
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setmodel (missile, "progs/grenade.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, self.origin);
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};
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//=============================================================================
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void(float side) chainsaw =
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{
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local float ldmg;
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local vector delta;
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if (!self.enemy)
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return;
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if (!CanDamage (self.enemy, self))
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return;
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ai_charge (10);
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delta = self.enemy.origin - self.origin;
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if (vlen (delta) > 100)
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return;
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ldmg = (random () + random () + random ()) * 4;
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T_Damage (self.enemy, self, self, ldmg);
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if (side) {
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makevectors (self.angles);
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if (side == 1) {
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SpawnMeatSpray (self.origin + v_forward*16,
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crandom () * 100 * v_right);
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} else {
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SpawnMeatSpray (self.origin + v_forward * 16, side * v_right);
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}
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}
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};
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void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();};
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void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();};
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void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();};
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void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();};
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void() ogre_stand5 =[ $stand5, ogre_stand6 ] {
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if (random () < 0.2)
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sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
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ai_stand ();
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};
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void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();};
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void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();};
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void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();};
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void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();};
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void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);};
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void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);};
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void() ogre_walk3 =[ $walk3, ogre_walk4 ] {
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ai_walk (2);
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if (random () < 0.2)
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sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
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};
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void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);};
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void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);};
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void() ogre_walk6 =[ $walk6, ogre_walk7 ] {
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ai_walk (5);
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if (random () < 0.1)
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
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};
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void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);};
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void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);};
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void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);};
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void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);};
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void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);};
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void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);};
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void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);};
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void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);};
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void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);};
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void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);};
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void() ogre_run1 =[ $run1, ogre_run2 ] {
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ai_run (9);
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if (random() < 0.2)
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sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
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};
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void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);};
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void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);};
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void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);};
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void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);};
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void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);};
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void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);};
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void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);};
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void() ogre_swing1 =[ $swing1, ogre_swing2 ] {
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ai_charge (11);
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sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
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};
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void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);};
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void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);};
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void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);};
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void() ogre_swing5 =[ $swing5, ogre_swing6 ] {
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ai_charge (9);
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chainsaw (0);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing6 =[ $swing6, ogre_swing7 ] {
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chainsaw (200);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing7 =[ $swing7, ogre_swing8 ] {
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chainsaw (0);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing8 =[ $swing8, ogre_swing9 ] {
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chainsaw (0);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing9 =[ $swing9, ogre_swing10 ] {
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chainsaw (0);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing10 =[ $swing10, ogre_swing11 ] {
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chainsaw (-200);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing11 =[ $swing11, ogre_swing12 ] {
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chainsaw (0);
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self.angles_y = self.angles_y + random () * 25;
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};
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void() ogre_swing12 =[ $swing12, ogre_swing13 ] {ai_charge(3);};
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void() ogre_swing13 =[ $swing13, ogre_swing14 ] {ai_charge(8);};
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void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);};
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void() ogre_smash1 =[ $smash1, ogre_smash2 ] {
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ai_charge (6);
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sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
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};
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void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);};
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void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);};
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void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);};
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void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);};
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void() ogre_smash6 =[ $smash6, ogre_smash7 ] {
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ai_charge (4);
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chainsaw (0);
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};
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void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);};
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void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);};
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void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
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void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
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void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
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self.nextthink = self.nextthink + random()*0.2;}; // slight variation
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void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);};//XXX was () but that's incorrect
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void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
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void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
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void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();};
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void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();};
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void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();};
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void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();};
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void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();};
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void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();};
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void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();};
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void() ogre_pain1 =[ $pain1, ogre_pain2 ] {};
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void() ogre_pain2 =[ $pain2, ogre_pain3 ] {};
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void() ogre_pain3 =[ $pain3, ogre_pain4 ] {};
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void() ogre_pain4 =[ $pain4, ogre_pain5 ] {};
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void() ogre_pain5 =[ $pain5, ogre_run1 ] {};
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void() ogre_painb1 =[ $painb1, ogre_painb2 ] {};
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void() ogre_painb2 =[ $painb2, ogre_painb3 ] {};
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void() ogre_painb3 =[ $painb3, ogre_run1 ] {};
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void() ogre_painc1 =[ $painc1, ogre_painc2 ] {};
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void() ogre_painc2 =[ $painc2, ogre_painc3 ] {};
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void() ogre_painc3 =[ $painc3, ogre_painc4 ] {};
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void() ogre_painc4 =[ $painc4, ogre_painc5 ] {};
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void() ogre_painc5 =[ $painc5, ogre_painc6 ] {};
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void() ogre_painc6 =[ $painc6, ogre_run1 ] {};
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void() ogre_paind1 =[ $paind1, ogre_paind2 ] {};
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void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);};
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void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);};
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void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);};
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void() ogre_paind5 =[ $paind5, ogre_paind6 ] {};
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void() ogre_paind6 =[ $paind6, ogre_paind7 ] {};
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void() ogre_paind7 =[ $paind7, ogre_paind8 ] {};
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void() ogre_paind8 =[ $paind8, ogre_paind9 ] {};
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void() ogre_paind9 =[ $paind9, ogre_paind10 ] {};
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void() ogre_paind10=[ $paind10, ogre_paind11 ] {};
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void() ogre_paind11=[ $paind11, ogre_paind12 ] {};
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void() ogre_paind12=[ $paind12, ogre_paind13 ] {};
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void() ogre_paind13=[ $paind13, ogre_paind14 ] {};
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void() ogre_paind14=[ $paind14, ogre_paind15 ] {};
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void() ogre_paind15=[ $paind15, ogre_paind16 ] {};
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void() ogre_paind16=[ $paind16, ogre_run1 ] {};
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void() ogre_paine1 =[ $paine1, ogre_paine2 ] {};
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void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);};
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void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);};
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void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);};
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void() ogre_paine5 =[ $paine5, ogre_paine6 ] {};
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void() ogre_paine6 =[ $paine6, ogre_paine7 ] {};
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void() ogre_paine7 =[ $paine7, ogre_paine8 ] {};
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void() ogre_paine8 =[ $paine8, ogre_paine9 ] {};
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void() ogre_paine9 =[ $paine9, ogre_paine10 ] {};
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void() ogre_paine10=[ $paine10, ogre_paine11 ] {};
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void() ogre_paine11=[ $paine11, ogre_paine12 ] {};
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void() ogre_paine12=[ $paine12, ogre_paine13 ] {};
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void() ogre_paine13=[ $paine13, ogre_paine14 ] {};
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void() ogre_paine14=[ $paine14, ogre_paine15 ] {};
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void() ogre_paine15=[ $paine15, ogre_run1 ] {};
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void(entity attacker, float damage) ogre_pain =
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{
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local float r;
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// don't make multiple pain sounds right after each other
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if (self.pain_finished > time)
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return;
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sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
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r = random ();
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if (r < 0.25) {
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ogre_pain1 ();
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self.pain_finished = time + 1;
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} else if (r < 0.5) {
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ogre_painb1 ();
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self.pain_finished = time + 1;
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} else if (r < 0.75) {
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ogre_painc1 ();
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self.pain_finished = time + 1;
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} else if (r < 0.88) {
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ogre_paind1 ();
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self.pain_finished = time + 2;
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} else {
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ogre_paine1 ();
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self.pain_finished = time + 2;
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}
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};
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void() ogre_die1 =[ $death1, ogre_die2 ] {};
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void() ogre_die2 =[ $death2, ogre_die3 ] {};
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void() ogre_die3 =[ $death3, ogre_die4 ] {
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self.solid = SOLID_NOT;
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self.ammo_rockets = 2;
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DropBackpack ();
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};
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void() ogre_die4 =[ $death4, ogre_die5 ] {};
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void() ogre_die5 =[ $death5, ogre_die6 ] {};
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void() ogre_die6 =[ $death6, ogre_die7 ] {};
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void() ogre_die7 =[ $death7, ogre_die8 ] {};
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void() ogre_die8 =[ $death8, ogre_die9 ] {};
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void() ogre_die9 =[ $death9, ogre_die10 ] {};
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void() ogre_die10 =[ $death10, ogre_die11 ] {};
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void() ogre_die11 =[ $death11, ogre_die12 ] {};
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void() ogre_die12 =[ $death12, ogre_die13 ] {};
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void() ogre_die13 =[ $death13, ogre_die14 ] {};
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void() ogre_die14 =[ $death14, ogre_die14 ] { bringback (); };
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void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {};
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void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);};
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void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ] {
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self.solid = SOLID_NOT;
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self.ammo_rockets = 2;
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DropBackpack ();
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};
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void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);};
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void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);};
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void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);};
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void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);};
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void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {};
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void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {};
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void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] { bringback (); };
|
|
|
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void() ogre_die =
|
|
{
|
|
// check for gib
|
|
if (self.health < -80) {
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|
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
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ThrowHead ("progs/h_ogre.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
killed_monsters++;
|
|
return;
|
|
}
|
|
|
|
sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
|
|
|
|
if (!respawn_enabled)
|
|
killed_monsters++;
|
|
|
|
if (random() < 0.5)
|
|
ogre_die1 ();
|
|
else
|
|
ogre_bdie1 ();
|
|
};
|
|
|
|
void() ogre_melee =
|
|
{
|
|
if (random() > 0.5)
|
|
ogre_smash1 ();
|
|
else
|
|
ogre_swing1 ();
|
|
};
|
|
|
|
|
|
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
|
|
|
|
*/
|
|
void() monster_ogre =
|
|
{
|
|
if (deathmatch) {
|
|
remove (self);
|
|
return;
|
|
}
|
|
precache_model ("progs/ogre.mdl");
|
|
precache_model ("progs/h_ogre.mdl");
|
|
precache_model ("progs/grenade.mdl");
|
|
|
|
precache_sound ("ogre/ogdrag.wav");
|
|
precache_sound ("ogre/ogdth.wav");
|
|
precache_sound ("ogre/ogidle.wav");
|
|
precache_sound ("ogre/ogidle2.wav");
|
|
precache_sound ("ogre/ogpain1.wav");
|
|
precache_sound ("ogre/ogsawatk.wav");
|
|
precache_sound ("ogre/ogwake.wav");
|
|
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_STEP;
|
|
|
|
setmodel (self, "progs/ogre.mdl");
|
|
|
|
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
|
|
self.health = 200;
|
|
|
|
self.th_stand = ogre_stand1;
|
|
self.th_walk = ogre_walk1;
|
|
self.th_run = ogre_run1;
|
|
self.th_die = ogre_die;
|
|
self.th_melee = ogre_melee;
|
|
self.th_missile = ogre_nail1;
|
|
self.th_pain = ogre_pain;
|
|
|
|
savecritter ();
|
|
walkmonster_start ();
|
|
};
|
|
|
|
void() monster_ogre_marksman =
|
|
{
|
|
monster_ogre ();
|
|
};
|