quake-hipnotic-sdk/progs/hipspike.qc

67 lines
1.7 KiB
C++

/*
==============================================================================
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();
*/
};