mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
773 lines
15 KiB
C++
773 lines
15 KiB
C++
/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
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#include "defs.qh"
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#include "monsters.qh"
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// name =[framenum, nexttime, nextthink] {code}
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// expands to:
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// name ()
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// {
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// self.frame=framenum;
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// self.nextthink = time + nexttime;
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// self.think = nextthink
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// <code>
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// };
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//- OfN -
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entity (vector location, float life, float type) CreateWaypoint;
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void (entity player) kill_his_demon;
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string(entity themonster) GetMonsterName;
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float (entity targ) visible =
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{
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local vector spot1, spot2;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, TRUE, self); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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//CH so you can check other then self
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float (entity targ, entity check) visible2 =
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{
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local vector spot1, spot2;
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spot1 = check.origin + check.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1 && trace_endpos == spot2) //CH just extra check
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return TRUE;
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return FALSE;
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};
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//- OfN - Used for haxxx and sentrygun targetting
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float (entity targ, entity check) visible2x =
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{
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local vector spot1, spot2;
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spot1 = check.origin + check.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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if (check.classname == "building_sentrygun" && (check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs - '0 0 20';
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if (check.classname == "building_sentrygun" && !(check.tf_items & NIT_TURRET))
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spot1 = check.origin + check.view_ofs + '0 0 20';
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traceline (spot1, spot2, TRUE, check); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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//#ifndef COOP_MODE
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#ifdef NEVER_DEFINED
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/*
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void() monster_ogre =
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{
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dremove(self);
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};
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void() monster_knight =
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{
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dremove(self);
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};
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void() monster_shambler =
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{
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dremove(self);
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};
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void() monster_demon1 =
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{
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dremove(self);
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};
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void() monster_wizard =
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{
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dremove(self);
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};
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void() monster_zombie =
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{
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dremove(self);
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};
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void() monster_dog =
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{
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dremove(self);
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};
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void() monster_hell_knight =
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{
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dremove(self);
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};
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void() monster_tarbaby =
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{
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dremove(self);
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};
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void() monster_vomit =
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{
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dremove(self);
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};
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void() monster_enforcer =
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{
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dremove(self);
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};
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void() monster_shalrath =
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{
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dremove(self);
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};
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void() monster_dragon =
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{
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dremove(self);
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};
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void() monster_army =
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{
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dremove(self);
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};
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*/
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/*
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==============================================================================
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MOVETARGET CODE
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The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
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targetname
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must be present. The name of this movetarget.
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target
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the next spot to move to. If not present, stop here for good.
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pausetime
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The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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/*
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void() t_movetarget;
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void() movetarget_f =
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{
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if (!self.targetname)
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objerror ("monster_movetarget: no targetname");
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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setsize (self, '-8 -8 -8', '8 8 8');
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};
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*/
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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/*
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void() path_corner =
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{
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if (CheckExistence() == FALSE)
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{
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dremove(self);
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return;
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}
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movetarget_f ();
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};
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*/
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/*
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=============
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t_movetarget
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Something has bumped into a movetarget. If it is a monster
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moving towards it, change the next destination and continue.
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==============
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*/
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/*
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void() t_movetarget =
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{
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local entity temp;
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if (other.movetarget != self)
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return;
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if (other.enemy)
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return; // fighting, not following a path
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temp = self;
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self = other;
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other = temp;
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*/
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/*
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if (self.classname == "monster_ogre")
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
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*/
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/*
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//RPrint ("t_movetarget\n");
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self.goalentity = self.movetarget = find (NIL, targetname, other.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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self.pausetime = time + 999999;
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self.th_stand ();
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return;
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}
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};
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float(float v) anglemod =
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{
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while (v >= 360)
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v = v - 360;
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while (v < 0)
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v = v + 360;
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return v;
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};
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float(entity targ) range =
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{
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local vector spot1, spot2;
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local float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (r < 120)
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return RANGE_MELEE;
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if (r < 500)
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return RANGE_NEAR;
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if (r < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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};
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*/
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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/*
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float(entity targ) infront =
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{
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local vector vec;
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local float dot;
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makevectors (self.angles);
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vec = normalize (targ.origin - self.origin);
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dot = vec * v_forward;
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if ( dot > 0.3)
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{
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return TRUE;
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}
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return FALSE;
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};
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//============================================================================
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void() HuntTarget =
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{
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self.goalentity = self.enemy;
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self.think = self.th_run;
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.nextthink = time + 0.1;
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SUB_AttackFinished (1); // wait a while before first attack
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};
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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Returns TRUE if an enemy was sighted
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When a player fires a missile, the point of impact becomes a fakeplayer so
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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/*
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float() FindTarget =
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{
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//WK THIS CODE IS DEF-ed out!!
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/* WK Replace this with the code from sentry
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local entity client;
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client = checkclient ();
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if (!client)
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return FALSE; // current check entity isn't in PVS
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if (client.flags & FL_NOTARGET)
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return FALSE;
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if (client.items & IT_INVISIBILITY)
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return FALSE;
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if (!visible (client))
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return FALSE;
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if (client.classname != "player")
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return FALSE;
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self.enemy = client;
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HuntTarget ();
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return TRUE;
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*/
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/*
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local entity client;
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local float r, gotone, loopc;
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//WK Hack to get floating sentry working
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if (self.tf_items & NIT_FLOATING_SENTRY) {
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self.origin_z = self.origin_z - 40;
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}
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// Try a few checks to make it react faster
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r = 0;
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loopc = 0;
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gotone = FALSE;
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while (loopc < 5 && gotone == FALSE) //WK 3
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{
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client = checkclient();
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gotone = TRUE;
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if (!client)
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gotone = FALSE;
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/*
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if (teamplay)
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{
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// Only attack enemies
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if (client.team_no == self.team_no && self.team_no != 0)
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gotone = FALSE;
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// Cant see Undercover spies
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if (client.undercover_team == self.team_no && self.team_no != 0)
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gotone = FALSE;
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}
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// if (client == self.real_owner)
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// gotone = FALSE;
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*/
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/*
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if (client.is_feigning)
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gotone = FALSE;
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if (client.flags & FL_NOTARGET)
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gotone = FALSE;
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if (client.items & IT_INVISIBILITY)
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gotone = FALSE;
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if (!visible (client))
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gotone = FALSE;
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r = range (client);
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if (r == RANGE_FAR)
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gotone = FALSE;
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if (r == RANGE_NEAR)
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{
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if (client.show_hostile < time && !infront (client))
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gotone = FALSE;
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}
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else if (r == RANGE_MID)
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{
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if ( /* client.show_hostile < time || */ !infront (client))
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/* gotone = FALSE;
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}
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loopc = loopc + 1;
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if (gotone) loopc = 1000;
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}
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if (!gotone)
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return FALSE;
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// Found a Target
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = NIL;
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return FALSE;
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}
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}
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HuntTarget ();
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return TRUE;
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};*/
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#endif
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void() FoundTarget;
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/*
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================
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monster_use
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Using a monster makes it angry at the current activator
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================
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*/
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void() monster_use =
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{
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if (self.enemy)
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return;
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if (self.health <= 0)
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return;
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if (activator.items & IT_INVISIBILITY)
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return;
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if (activator.flags & FL_NOTARGET)
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return;
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if (activator.classname != "player")
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return;
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// delay reaction so if the monster is teleported, its sound is still
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// heard
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self.enemy = activator;
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self.nextthink = time + 0.1;
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self.think = FoundTarget;
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};
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/*===========================
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set_monster_health
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Increases the monsters health
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for skill levels above 3
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doesnt work
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===========================*/
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void() set_monster_health =
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{
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skill = cvar("skill");
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if (skill > 2)
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{
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self.lives = ((skill - 2) * 10) - 1;
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skill = 3;
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}
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};
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/*
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================
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monster_death_use
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When a mosnter dies, it fires all of its targets with the current
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enemy as activator.
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================
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*/
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#ifdef COOP_MODE
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//WK This is doubly declared in combat.qc
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void() monster_death_use =
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{
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local entity ent, otemp;
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// fall to ground
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if (self.flags & FL_FLY)
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self.flags = self.flags - FL_FLY;
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if (self.flags & FL_SWIM)
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self.flags = self.flags - FL_SWIM;
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if (!self.target)
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return;
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activator = self.enemy;
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SUB_UseTargets ();
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};
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#endif
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//============================================================================
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void() walkmonster_start_go =
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{
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// local float failure;
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// local vector test;
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self.movetype = MOVETYPE_STEP;
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self.solid = SOLID_SLIDEBOX;
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self.origin_z = self.origin_z + 1; // raise off floor a bit
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droptofloor();
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if (entpointcontents(self) == CONTENTS_SOLID)
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{
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//- OfN - if (self.classname == "monster_demon1" || self.classname == "monster_army" || self.classname == "monster_shambler")
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if (IsMonster(self))
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if (self.real_owner.classname == "player")
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{
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//self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
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local string MName;
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MName=GetMonsterName(self);
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sprint(self.real_owner,PRINT_HIGH,"Your ");
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sprint(self.real_owner,PRINT_HIGH,MName);
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sprint(self.real_owner,PRINT_HIGH," was beamed into a wall and died.\n");
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if (self.classname == "monster_shambler") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + 4;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
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else if (self.classname == "monster_demon1") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + 2;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}
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/*else if (self.classname == "monster_wizard") //- ofn
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{
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self.real_owner.demon_blood = self.real_owner.demon_blood + ? ;
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if (self.real_owner.demon_blood > MAX_KNIFE_BLOOD)
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self.real_owner.demon_blood = MAX_KNIFE_BLOOD;
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}*/
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kill_his_demon(self.real_owner);
|
|
return;
|
|
}
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
self.takedamage = DAMAGE_AIM;
|
|
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
if (!self.yaw_speed)
|
|
self.yaw_speed = 20;
|
|
self.view_ofs = '0 0 25';
|
|
self.use = monster_use;
|
|
|
|
self.flags = self.flags | FL_MONSTER;
|
|
|
|
if (self.target)
|
|
{
|
|
self.goalentity = self.movetarget = find(NIL, targetname, self.target);
|
|
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
|
if (!self.movetarget)
|
|
{
|
|
RPrint ("Monster can't find target at ");
|
|
RPrint (vtos(self.origin));
|
|
RPrint ("\n");
|
|
}
|
|
// this used to be an objerror
|
|
if (self.movetarget.classname == "path_corner")
|
|
self.th_walk ();
|
|
else
|
|
self.pausetime = 99999999;
|
|
self.th_stand ();
|
|
}
|
|
else
|
|
{
|
|
self.pausetime = 99999999;
|
|
self.th_stand ();
|
|
}
|
|
|
|
if (self.classname == "monster_army")
|
|
{
|
|
self.martyr_enemy = CreateWaypoint(self.origin,WAYPOINT_LIFE,WAYPOINT_TYPE_PRIMARY);
|
|
self.martyr_enemy.goalentity = NIL;
|
|
|
|
// OFTEN
|
|
self.demon_two=NIL;
|
|
self.demon_one=NIL;
|
|
// OFTEN
|
|
|
|
self.goalentity = NIL;
|
|
}
|
|
|
|
// spread think times so they don't all happen at same time
|
|
self.nextthink = self.nextthink + random()*0.5;
|
|
};
|
|
|
|
|
|
void() walkmonster_start =
|
|
{
|
|
// delay drop to floor to make sure all doors have been spawned
|
|
// spread think times so they don't all happen at same time
|
|
self.nextthink = self.nextthink + 1; //WK Give time to run from demons
|
|
//WK self.nextthink = self.nextthink + random()*0.5;
|
|
self.think = walkmonster_start_go;
|
|
total_monsters = total_monsters + 1;
|
|
set_monster_health();
|
|
};
|
|
|
|
|
|
|
|
void() flymonster_start_go =
|
|
{
|
|
self.takedamage = DAMAGE_AIM;
|
|
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
if (!self.yaw_speed)
|
|
self.yaw_speed = 10;
|
|
self.view_ofs = '0 0 25';
|
|
self.use = monster_use;
|
|
|
|
self.flags = self.flags | FL_FLY;
|
|
self.flags = self.flags | FL_MONSTER;
|
|
|
|
if (!walkmove(0,0))
|
|
{
|
|
RPrint ("flymonster in wall at: ");
|
|
RPrint (vtos(self.origin));
|
|
RPrint ("\n");
|
|
}
|
|
|
|
if (self.target)
|
|
{
|
|
self.goalentity = self.movetarget = find(NIL, targetname, self.target);
|
|
if (!self.movetarget)
|
|
{
|
|
RPrint ("Monster can't find target at ");
|
|
RPrint (vtos(self.origin));
|
|
RPrint ("\n");
|
|
}
|
|
// this used to be an objerror
|
|
if (self.movetarget.classname == "path_corner")
|
|
self.th_walk ();
|
|
else
|
|
self.pausetime = 99999999;
|
|
self.th_stand ();
|
|
}
|
|
else
|
|
{
|
|
self.pausetime = 99999999;
|
|
self.th_stand ();
|
|
}
|
|
};
|
|
|
|
void() flymonster_start =
|
|
{
|
|
// spread think times so they don't all happen at same time
|
|
self.nextthink = self.nextthink + random()*0.5;
|
|
|
|
self.think = flymonster_start_go;
|
|
total_monsters = total_monsters + 1;
|
|
set_monster_health();
|
|
};
|
|
|
|
|
|
void() swimmonster_start_go =
|
|
{
|
|
if (deathmatch)
|
|
{
|
|
dremove(self);
|
|
return;
|
|
}
|
|
|
|
self.takedamage = DAMAGE_AIM;
|
|
total_monsters = total_monsters + 1;
|
|
|
|
self.ideal_yaw = self.angles * '0 1 0';
|
|
if (!self.yaw_speed)
|
|
self.yaw_speed = 10;
|
|
self.view_ofs = '0 0 10';
|
|
self.use = monster_use;
|
|
|
|
self.flags = self.flags | FL_SWIM;
|
|
self.flags = self.flags | FL_MONSTER;
|
|
|
|
if (self.target)
|
|
{
|
|
self.goalentity = self.movetarget = find(NIL, targetname, self.target);
|
|
if (!self.movetarget)
|
|
{
|
|
RPrint ("Monster can't find target at ");
|
|
RPrint (vtos(self.origin));
|
|
RPrint ("\n");
|
|
}
|
|
// this used to be an objerror
|
|
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
|
self.th_walk ();
|
|
}
|
|
else
|
|
{
|
|
self.pausetime = 99999999;
|
|
self.th_stand ();
|
|
}
|
|
|
|
// spread think times so they don't all happen at same time
|
|
self.nextthink = self.nextthink + random()*0.5;
|
|
};
|
|
|
|
void() swimmonster_start =
|
|
{
|
|
// spread think times so they don't all happen at same time
|
|
self.nextthink = self.nextthink + random()*0.5;
|
|
self.think = swimmonster_start_go;
|
|
total_monsters = total_monsters + 1;
|
|
set_monster_health();
|
|
};
|
|
// WK #endif
|
|
|
|
/* WK We are already including these
|
|
ai.qc
|
|
fight.qc
|
|
demon.qc
|
|
*/
|
|
#ifdef COOP_MODE
|
|
// include all the monsters
|
|
// WK In normal QW we only need demons
|
|
// SB and soldiers, and shamblers
|
|
#include "dog.qc"
|
|
#include "enforcer.qc"
|
|
#include "fish.qc"
|
|
#include "hknight.qc"
|
|
#include "knight.qc"
|
|
#include "ogre.qc"
|
|
#include "oldone.qc"
|
|
#include "shalrath.qc"
|
|
#include "tarbaby.qc"
|
|
#include "wizard.qc"
|
|
#include "zombie.qc"
|
|
#endif
|