prozac-qfcc/demon.qc
2001-07-17 05:58:10 +00:00

740 lines
20 KiB
C++

void (float points) custom_demon_create;
void () custom_demon_precache;
void () custom_grunt_die;
void () custom_shambler_die;
//Extern
/*void () army_stand1;
void () army_walk1;
void () army_run1;
void () army_atk1;*/
//void (entity attacker, float damage) army_pain;
void () sham_stand1;
void () sham_walk1;
void () sham_run1;
void () sham_melee;
void () sham_magic1;
//void () sham_fireball;
void (entity attacker, float damage) sham_pain;
float(entity obj, entity builder) CheckArea; //For demon summons
// -- OfN --
void(float tno, entity ignore) teamprefixsprint;
/*
==============================================================================
DEMON
==============================================================================
*/
$cd /raid/quake/id1/models/demon3
$scale 0.8
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame run1 run2 run3 run4 run5 run6
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
$frame leap11 leap12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
//============================================================================
void() Demon_Water_Jump;
void() Demon_JumpTouch;
void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();};//Demon_Water_Jump();};
void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();};
void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();};
void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();};
void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();};
void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();};
void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();};
void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();};
void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();};
void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();};
void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();};
void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();};
void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();};
//WK Speeds doubled
#define DEMON_WALKFACTOR 1.25
void() demon1_walk1 =[ $walk1, demon1_walk2 ] {
Demon_Water_Jump();
if (random() < 0.2)
sound (self, #CHAN_VOICE, "demon/idle1.wav", 1, #ATTN_IDLE);
ai_walk(8*#DEMON_WALKFACTOR); //8
};
void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6*#DEMON_WALKFACTOR);}; //6
void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6*#DEMON_WALKFACTOR);}; //6
void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7*#DEMON_WALKFACTOR);}; //7
void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4*#DEMON_WALKFACTOR);}; //4
void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6*#DEMON_WALKFACTOR);}; //6
void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10*#DEMON_WALKFACTOR);}; //10
void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10*#DEMON_WALKFACTOR);}; //10
//WK Speeds doubled
void() demon1_run1 =[ $run1, demon1_run2 ] {
//Demon_Water_Jump();
if (random() < 0.2)
sound (self, #CHAN_VOICE, "demon/idle1.wav", 1, #ATTN_IDLE);
ai_run(20);};
void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);};
void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);};
void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);};
void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);};
void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);};
void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();};
void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();};
void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();};
void() demon1_jump4 =[ $leap4, demon1_jump5 ]
{
ai_face();
self.touch = Demon_JumpTouch;
makevectors (self.angles);
self.origin_z = self.origin_z + 1;
if (self.tfstate & #TFSTATE_TRANQUILISED) //Cant jump as far
self.velocity = v_forward * (600 * (#AI_TRANQ_FACTOR_UP / #AI_TRANQ_FACTOR_DN)) + '0 0 250';
else
self.velocity = v_forward * 600 + '0 0 250';
if (self.has_sentry == #TRUE) //CH if stuck jump, jump higher
{
self.velocity_z = self.velocity_z + 200;
self.has_sentry = 0;
}
if (self.has_tesla == #TRUE) //CH why tesla?? I like teslas and its a float
{
// sprint(self.real_owner,#PRINT_HIGH,"Demon Jello Jump!\n");
// sound (self, #CHAN_VOICE, "misc/vapeur2.wav", 1, #ATTN_NONE);
if (jello == #TRUE) //Binary on/off
self.velocity_z = self.velocity_z + 1000;
else
self.velocity_z = self.velocity_z + jello;
self.has_tesla = 0;
}
if (self.flags & #FL_ONGROUND)
self.flags = self.flags - #FL_ONGROUND;
};
void() demon1_jump5 =[ $leap5, demon1_jump6 ] {};
void() demon1_jump6 =[ $leap6, demon1_jump7 ] {};
void() demon1_jump7 =[ $leap7, demon1_jump8 ] {};
void() demon1_jump8 =[ $leap8, demon1_jump9 ] {};
void() demon1_jump9 =[ $leap9, demon1_jump10 ] {self.has_teleporter = 0;};
//CH rather then a 3 sec wait. bust up into 5 better jello effect
void() demon1_jump10 =[ $leap10, demon1_jump13 ] {
Demon_Water_Jump();
//CH just in case have a loop catcher
self.has_teleporter = self.has_teleporter + 1;
if (self.has_teleporter > 40 || self.velocity == '0 0 0') {
self.has_sentry = #TRUE; //CH Stuck Jump
self.think = demon1_jump1;
}
self.nextthink = time + 0.1;
};
void() demon1_jump13 =[ $leap10, demon1_jump10 ] {
Demon_Water_Jump();
self.nextthink = time + 0.02;
};
void() demon1_jump11 =[ $leap11, demon1_jump12 ] {};
void() demon1_jump12 =[ $leap12, demon1_run1 ] {};
//WK Speeds doubled
void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(8);};
void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);};
void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);};
void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(2);};
void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(4); Demon_Melee(200);};
void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(2);};
void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(12);};
void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(16);};
void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(8);};
void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(4);};
void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);};
void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(10);};
void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(16);};
void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(8);};
void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(8);};
void() demon1_pain1 =[ $pain1, demon1_pain2 ] {};
void() demon1_pain2 =[ $pain2, demon1_pain3 ] {};
void() demon1_pain3 =[ $pain3, demon1_pain4 ] {};
void() demon1_pain4 =[ $pain4, demon1_pain5 ] {};
void() demon1_pain5 =[ $pain5, demon1_pain6 ] {};
void() demon1_pain6 =[ $pain6, demon1_run1 ] {}; // was 1
//CH animation frame for demon throwing fire balls
void() demon1_fire1;
void(float side) Demon_Shoot_Fire;
void() demon1_fire1 =[ $attacka1, demon1_fire2 ] {ai_charge(16);};
void() demon1_fire2 =[ $attacka2, demon1_fire3 ] {ai_charge(8);};
void() demon1_fire3 =[ $attacka3, demon1_fire4 ] {ai_charge(2);};
void() demon1_fire4 =[ $attacka4, demon1_fire5 ] {ai_charge(4);};
void() demon1_fire5 =[ $attacka5, demon1_fire6 ] {ai_charge(8);};
void() demon1_fire6 =[ $attacka6, demon1_fire7 ] {ai_charge(4); Demon_Shoot_Fire(-1);};
void() demon1_fire7 =[ $attacka7, demon1_fire8 ] {ai_charge(24);};
void() demon1_fire8 =[ $attacka8, demon1_fire9 ] {ai_charge(32);};
void() demon1_fire9 =[ $attacka9, demon1_fire10 ] {ai_charge(16);};
void() demon1_fire10 =[ $attacka10, demon1_fire11 ] {ai_charge(8);};
void() demon1_fire11 =[ $attacka11, demon1_fire12 ] {ai_charge(4); Demon_Shoot_Fire(1);};
void() demon1_fire12 =[ $attacka12, demon1_fire13 ] {ai_charge(20);};
void() demon1_fire13 =[ $attacka13, demon1_fire14 ] {ai_charge(32);};
void() demon1_fire14 =[ $attacka14, demon1_fire15 ] {ai_charge(16);};
void() demon1_fire15 =[ $attacka15, demon1_run1 ] {ai_charge(16);};
void(entity attacker, float damage) demon1_pain =
{
//self.real_owner.StatusRefreshTime = time + 0.2;
//self.real_owner.StatusBarScreen = 3;
if (self.touch == Demon_JumpTouch)
return;
if (self.pain_finished > time)
return;
// if (self.health <= 0)
// return;
//CH because its on the sbar :)
if (random()*80 > damage)
return; // didn't flinch
self.pain_finished = time + 0.8 + random() * 0.8;
sound (self, #CHAN_VOICE, "demon/dpain1.wav", 1, #ATTN_NORM);
demon1_pain1 ();
};
void() demon1_die1 =[ $death1, demon1_die2 ] {
sound (self, #CHAN_VOICE, "demon/ddeath.wav", 1, #ATTN_MONSTERDIE);};
void() demon1_die2 =[ $death2, demon1_die3 ] {};
void() demon1_die3 =[ $death3, demon1_die4 ] {};
void() demon1_die4 =[ $death4, demon1_die5 ] {};
void() demon1_die5 =[ $death5, demon1_die6 ] {};
void() demon1_die6 =[ $death6, demon1_die7 ]
{self.solid = #SOLID_NOT;};
void() demon1_die7 =[ $death7, demon1_die8 ] {};
void() demon1_die8 =[ $death8, demon1_die9 ] {};
void() demon1_die9 =[ $death9, demon1_die9 ]
{
self.nextthink = time + 40 + 40*random();
self.think = SUB_Remove;
};
//void() monster_demon_respawn;
/*void() demon_die =
{
self.oldorigin = self.origin;
// check for gib
if (self.health < -80)
{
sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_NORM);
ThrowGib ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.lives = self.lives - 1;
monster_demon_respawn();
return;
}
// regular death
demon1_die1 ();
//monster_demon_respawn();
};*/
void() Demon_MeleeAttack =
{
demon1_atta1 ();
};
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
/* UNUSED - OfN -
void() monster_demon1 =
{
if (CheckExistence() == #FALSE)
{
dremove(self);
return;
}
if (deathmatch)
{
dremove(self);
return;
}
precache_model ("progs/demon.mdl");
precache_model ("progs/h_demon.mdl");
precache_sound ("demon/ddeath.wav");
precache_sound ("demon/dhit2.wav");
precache_sound ("demon/djump.wav");
precache_sound ("demon/dpain1.wav");
precache_sound ("demon/idle1.wav");
precache_sound ("demon/sight2.wav");
self.solid = #SOLID_SLIDEBOX;
self.movetype = #MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize (self, #VEC_HULL2_MIN, #VEC_HULL2_MAX);
self.health = 300;
self.has_tesla = 0; //CH Jello jump
self.has_sentry = 0; //CH stuck jump
self.has_camera = 0; //CH set name as 'demon'
self.th_stand = demon1_stand1;
self.th_walk = demon1_walk1;
self.th_run = demon1_run1;
self.th_die = demon_die;
self.th_melee = Demon_MeleeAttack; // one of two attacks
self.th_missile = demon1_jump1; // jump attack
self.th_pain = demon1_pain;
self.th_fireball = demon1_fire1; //CH
walkmonster_start();
};*/
/*
==============================================================================
DEMON
==============================================================================
*/
/*
==============
CheckDemonMelee
Returns #TRUE if a melee attack would hit right now
==============
*/
float() CheckDemonMelee =
{
local vector dist;
local float d;
if (enemy_range == #RANGE_MELEE)
{
dist = self.enemy.origin - self.origin;
dist_x = dist_y = 0; //CH only need z
d = vlen(dist);
if (d < 100) //CH Check reach
{
self.attack_state = #AS_MELEE;
return #TRUE;
}
}
return #FALSE;
};
/*
==============
CheckDemonFireBall
==============
inp = 0 normal check
inp = 1 check for long range
*/
float(float inp) CheckDemonFireBall =
{
local vector dist;
local float d;
local float d2;
if (!visible2(self.enemy, self)) //If can see
return #FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0; //CH only need x,y
d2 = vlen(dist);
dist = self.enemy.origin - self.origin;
dist_x = dist_y = 0; //CH only need z
d = vlen(dist);
if (inp == 1) //Range attack
{
if (random() < 0.9) //CH as not to fire all the time
return #FALSE;
if (d2 < 600) //Min X,Y distance away before throw fireball
return #FALSE;
return #TRUE;
}
else //Normal attack
{
if (random() > 0.9) //CH as not to fire all the time
return #FALSE;
if (d2 < 200) //Min X,Y distance away before throw fireball
return #FALSE;
if (d < 100) //Min Z distance away before throw fireball
return #FALSE;
return #TRUE;
}
};
/*
==============
CheckDemonJump
==============
*/
float() CheckDemonJump =
{
local vector dist;
local float d;
if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z)
return #FALSE;
if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z)
return #FALSE;
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if (d < 100)
return #FALSE;
if (d > 200)
{
if (random() < 0.95) //WK 0.9 Make it jump less often
return #FALSE;
}
return #TRUE;
};
float() DemonCheckAttack =
{
local vector vec;
// if close enough for slashing, go for it
if (CheckDemonMelee ())
{
self.attack_state = #AS_MELEE;
return #TRUE;
}
if (CheckDemonJump ())
{
self.attack_state = #AS_MISSILE;
sound (self, #CHAN_VOICE, "demon/djump.wav", 1, #ATTN_NORM);
return #TRUE;
}
if (CheckDemonFireBall(0)) //Normal
{
self.attack_state = #AS_FIREBALL;
return #TRUE;
}
if (CheckDemonFireBall(1)) //Ranged
{
self.attack_state = #AS_FIREBALL;
return #TRUE;
}
return #FALSE;
};
//===========================================================================
void(float side) Demon_Melee =
{
local float ldmg;
local vector delta;
ai_face ();
// WK walkmove (self.ideal_yaw, 12); // allow a little closing
walkmove (self.ideal_yaw, 24); // allow a lot closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 120)
return;
if (!CanDamage (self.enemy, self))
return;
deathmsg = 0; //CH
sound (self, #CHAN_WEAPON, "demon/dhit2.wav", 1, #ATTN_NORM);
//WK ldmg = 10 + 5*random();
ldmg = 80 + 40*random();
if (self.enemy.tf_items & #NIT_GEL)
ldmg = ldmg / 2;
if (self.enemy.cutf_items & #CUTF_DEMONLORE)
ldmg = ldmg * 0.8;
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
};
//===========================================================================
//CH demon shoots fire...
void() demon_fire_touch;
void(float side) Demon_Shoot_Fire =
{
local float ldmg;
local vector delta;
local vector offang;
local vector org, dir;
ai_face ();
walkmove (self.ideal_yaw, 12); // allow a little closing
delta = self.enemy.origin - self.origin;
offang = vectoangles (delta);
makevectors (offang);
sound (self, #CHAN_WEAPON, "hknight/attack1.wav", 1, #ATTN_NORM); //Odd, it was already precached
if (side > 0) //CH cause to spawn on side of demon.
org = self.origin + (v_forward * 10) + (v_right * 20);
else
org = self.origin + (v_forward * 10) - (v_right * 20);
// set missile speed
dir = normalize (v_forward);
//CH demons are not good at throwing
dir_z = 0 - dir_z + (random() - 0.5)*0.1; //Random Z addage
dir_x = dir_x + (random() - 0.5)*0.05; //Random X addage
dir_y = dir_y + (random() - 0.5)*0.05; //Random Y addage
newmis = spawn ();
newmis.owner = self;
newmis.movetype = #MOVETYPE_FLYMISSILE;
newmis.solid = #SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = demon_fire_touch;
newmis.weapon = #DMSG_DEMON_FIRE;
newmis.classname = "demon_fire";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/lavaball.mdl");
// setsize (newmis, '-4 -8 -4', '10 8 14'); //CH actual mdl bounds
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() demon_fire_touch =
{
local float fire_dmg;
fire_dmg = 60 + random()*40;
if (pointcontents(self.origin) == #CONTENT_SKY)
{
dremove(self);
return;
}
deathmsg = self.weapon;
T_RadiusDamage (self, self.owner, fire_dmg , self.owner);
self.origin = self.origin - 8*normalize(self.velocity); //???
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
WriteCoord (#MSG_BROADCAST, self.origin_x);
WriteCoord (#MSG_BROADCAST, self.origin_y);
WriteCoord (#MSG_BROADCAST, self.origin_z);
#ifdef QUAKE_WORLD
multicast (self.origin, #MULTICAST_PHS);
dremove(self);
#else
BecomeExplosion ();
#endif
};
void() Demon_Water_Jump =
{
traceline(self.origin,self.origin - '0 0 2',#TRUE,self);
if (trace_inwater == #TRUE && jello)
{
ai_face();
self.touch = SUB_Null;
self.think = demon1_jump4;
self.has_tesla = #TRUE; //Landed in water
self.nextthink = time + 0.1;
}
};
void() Demon_JumpTouch =
{
local float ldmg;
if (self.health <= 0)
return;
deathmsg = 0; //CH
//WK Jello water support
//CH a working version.
traceline(self.origin,self.origin - '0 0 2',#TRUE,self);
if (trace_inwater == #TRUE && jello)
{
self.touch = SUB_Null;
self.think = demon1_jump1;
self.has_tesla = #TRUE; //Landed in water
self.nextthink = time + 0.1;
return;
}
if (other.takedamage)
{
if ( vlen(self.velocity) > 400 )
{
//WK ldmg = 40 + 10*random();
ldmg = 120 + 30*random();
if (other.cutf_items & #CUTF_DEMONLORE)
ldmg = ldmg * 0.8;
T_Damage (other, self, self, ldmg);
//WK Comment out this next line for demon-head hopping action!
if (self.think == SUB_Remove) return; //We can die when killing owner
}
}
if (!checkbottom(self))
{
if (self.flags & #FL_ONGROUND)
{ // jump randomly to not get hung up
//RPrint ("popjump\n");
//sprint(self.real_owner,#PRINT_HIGH,"Stuck Jump flag set!\n");
self.has_sentry = #TRUE; //CH Stuck Jump
self.touch = SUB_Null;
self.think = demon1_jump1;
self.nextthink = time + 0.1;
//self.velocity_x = (random() - 0.5) * 600;
//self.velocity_y = (random() - 0.5) * 600;
//self.velocity_z = 200;
//self.flags = self.flags - #FL_ONGROUND;
}
return; // not on ground yet
}
self.has_sentry = 0; //Cancel if this far
self.touch = SUB_Null;
self.think = demon1_jump11;
self.nextthink = time + 0.1;
};
/*UNUSED - OfN -
void() respawn_demon =
{
self = self.owner;
self.origin = self.oldorigin;
spawn_tfog(self.origin);
spawn_tdeath(self.origin, self);
setorigin(self, self.origin);
self.solid = #SOLID_SLIDEBOX;
self.movetype = #MOVETYPE_STEP;
self.takedamage = #DAMAGE_AIM;
setmodel (self, "progs/demon.mdl");
setsize (self, #VEC_HULL2_MIN, #VEC_HULL2_MAX);
self.health = 300;
self.oldorigin = self.origin;
self.target = string_null;
HuntTarget();
dremove(self.owner);
};*/
/*UNUSED - OfN -
void() monster_demon_respawn =
{
local entity resp;
if (self.lives <= 0.5)
return;
self.lives = self.lives - 1;
resp = spawn();
self.owner = resp;
resp.owner = self;
resp.think = respawn_demon;
resp.nextthink = time + 10;
};*/
/*
* WK - Pet demon functions
*/
void () custom_demon_die =
{
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,#PRINT_HIGH,"Your fiend is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & #JOB_DEMON_OUT);
self.real_owner.job_finished = time + 5; //Can't summon streams of demons SB can so
self.real_owner.demon_one = world;
}
if (self.health < -38)
{
sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_MONSTERDIE);
ThrowGib ("progs/h_demon.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
dremove(self);
return;
}
self.classname = "monster_corpse";
self.think=SUB_Null;
demon1_die1 ();
};