/* ============================================================================== spike mine ============================================================================== */ $cd 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() monster_spikemine = { if (deathmatch) { remove(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.th_stand = gremlin_stand1; self.th_walk = gremlin_walk1; self.th_run = gremlin_run1; self.th_die = gremlin_die; self.th_melee = gremlin_meleeattack; // one of two attacks self.th_missile = gremlin_missileattack; // check for random jump or firing of weapon self.th_pain = gremlin_pain; walkmonster_start(); */ };