the slot1-10 keys are now working as expected.
This commit is contained in:
parent
80d06e7dcd
commit
aa6b541313
39 changed files with 195 additions and 54 deletions
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@ -636,34 +636,34 @@ CSQC_ConsoleCommand(string sCMD)
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pSeat->iShowScores = FALSE;
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break;
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case "slot1":
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localcmd("impulse 1\n");
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HUD_SlotSelect(0);
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break;
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case "slot2":
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localcmd("impulse 2\n");
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HUD_SlotSelect(1);
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break;
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case "slot3":
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localcmd("impulse 3\n");
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HUD_SlotSelect(2);
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break;
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case "slot4":
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localcmd("impulse 4\n");
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HUD_SlotSelect(3);
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break;
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case "slot5":
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localcmd("impulse 5\n");
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HUD_SlotSelect(4);
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break;
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case "slot6":
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localcmd("impulse 6\n");
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HUD_SlotSelect(5);
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break;
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case "slot7":
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localcmd("impulse 7\n");
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HUD_SlotSelect(6);
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break;
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case "slot8":
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localcmd("impulse 8\n");
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HUD_SlotSelect(7);
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break;
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case "slot9":
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localcmd("impulse 9\n");
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HUD_SlotSelect(8);
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break;
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case "slot10":
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localcmd("impulse 10\n");
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HUD_SlotSelect(9);
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break;
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default:
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return Game_ConsoleCommand();
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@ -116,6 +116,43 @@ int HUD_InSlotPos(int slot, int pos)
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return -1;
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}
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int HUD_SlotSelect(int slot)
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{
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player pl = (player)pSeat->ePlayer;
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int curslot = g_weapons[pSeat->fHUDWeaponSelected].slot;
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int i;
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if (pSeat->fHUDWeaponSelectTime < time) {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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} else {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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}
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/* weren't in that slot? select the first one then */
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if (curslot != slot) {
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for (i = 1; i < g_weapons.length; i++) {
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if (g_weapons[i].slot == slot) {
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pSeat->fHUDWeaponSelected = i;
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pSeat->fHUDWeaponSelectTime = time + 3;
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break;
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}
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}
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} else {
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/* increment our current selected weapon by 1 */
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pSeat->fHUDWeaponSelected++;
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pSeat->fHUDWeaponSelectTime = time + 3;
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/* reset when out of bounds or outside slot area */
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if (pSeat->fHUDWeaponSelected >= g_weapons.length) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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} else if (g_weapons[pSeat->fHUDWeaponSelected].slot != slot) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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}
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}
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}
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void HUD_DrawWeaponSelect(void)
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{
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player pl = (player)pSeat->ePlayer;
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@ -118,6 +118,43 @@ int HUD_InSlotPos(int slot, int pos)
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return -1;
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}
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int HUD_SlotSelect(int slot)
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{
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player pl = (player)pSeat->ePlayer;
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int curslot = g_weapons[pSeat->fHUDWeaponSelected].slot;
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int i;
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if (pSeat->fHUDWeaponSelectTime < time) {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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} else {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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}
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/* weren't in that slot? select the first one then */
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if (curslot != slot) {
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for (i = 1; i < g_weapons.length; i++) {
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if (g_weapons[i].slot == slot) {
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pSeat->fHUDWeaponSelected = i;
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pSeat->fHUDWeaponSelectTime = time + 3;
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break;
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}
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}
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} else {
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/* increment our current selected weapon by 1 */
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pSeat->fHUDWeaponSelected++;
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pSeat->fHUDWeaponSelectTime = time + 3;
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/* reset when out of bounds or outside slot area */
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if (pSeat->fHUDWeaponSelected >= g_weapons.length) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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} else if (g_weapons[pSeat->fHUDWeaponSelected].slot != slot) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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}
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}
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}
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void HUD_DrawWeaponSelect(void)
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{
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player pl = (player)pSeat->ePlayer;
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@ -110,6 +110,43 @@ int HUD_InSlotPos(int slot, int pos)
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return -1;
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}
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int HUD_SlotSelect(int slot)
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{
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player pl = (player)pSeat->ePlayer;
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int curslot = g_weapons[pSeat->fHUDWeaponSelected].slot;
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int i;
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if (pSeat->fHUDWeaponSelectTime < time) {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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} else {
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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}
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/* weren't in that slot? select the first one then */
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if (curslot != slot) {
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for (i = 1; i < g_weapons.length; i++) {
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if (g_weapons[i].slot == slot) {
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pSeat->fHUDWeaponSelected = i;
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pSeat->fHUDWeaponSelectTime = time + 3;
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break;
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}
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}
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} else {
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/* increment our current selected weapon by 1 */
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pSeat->fHUDWeaponSelected++;
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pSeat->fHUDWeaponSelectTime = time + 3;
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/* reset when out of bounds or outside slot area */
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if (pSeat->fHUDWeaponSelected >= g_weapons.length) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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} else if (g_weapons[pSeat->fHUDWeaponSelected].slot != slot) {
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pSeat->fHUDWeaponSelected = 0;
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HUD_SlotSelect(slot);
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}
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}
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}
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void HUD_DrawWeaponSelect(void)
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{
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player pl = (player)pSeat->ePlayer;
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@ -617,24 +617,22 @@ void monster_scientist::Respawn(void)
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v_angle[2] = Math_FixDelta(m_oldAngle[2]);
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flags |= FL_MONSTER;
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setorigin(this, m_oldOrigin);
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angles = v_angle;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_WALK;
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setmodel(this, m_oldModel);
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setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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m_eUser = world;
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setorigin(this, m_oldOrigin);
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takedamage = DAMAGE_YES;
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iBleeds = TRUE;
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style = SCI_IDLE;
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customphysics = Physics;
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frame = SCIA_IDLE1;
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SendFlags |= NPC_FRAME | NPC_BODY;
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health = 50;
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velocity = [0,0,0];
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m_iFlags = 0x0;
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SendFlags = 0xff;
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m_eUser = world;
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customphysics = Physics;
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if (autocvar_sh_scialert) {
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m_iFlags |= SCIF_FEAR;
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}
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@ -678,7 +676,6 @@ void monster_scientist::monster_scientist(void)
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model = "models/scientist.mdl";
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CBaseEntity::CBaseEntity();
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precache_model(m_oldModel);
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Respawn();
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if (body == -1) {
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/* This stuff needs to be persistent because we can't guarantee that
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@ -704,5 +701,4 @@ void monster_scientist::monster_scientist(void)
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m_flPitch = 100;
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netname = "Slick";
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}
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SendFlags |= NPC_FRAME | NPC_BODY;
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}
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@ -16,7 +16,8 @@
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/*QUAKED monster_alien_controller (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Alien Controller
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*/
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class monster_alien_controller:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_alien_grunt (0 0.8 0.8) (-32 -32 0) (32 32 64)
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Monster.
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Alien Grunt
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*/
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class monster_alien_grunt:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_alien_slave (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Alien Slave
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*/
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class monster_alien_slave:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_apache (0 0.8 0.8) (-300 -300 -172) (300 300 8)
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Monster.
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Boeing AH-64 Apache
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*/
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class monster_apache:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_babycrab (0 0.8 0.8) (-16 -16 0) (16 16 36)
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Monster.
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Baby Headcrab
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*/
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class monster_babycrab:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_barnacle (0 0.8 0.8) (-16 -16 -36) (16 16 0)
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Monster.
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Barnacle
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*/
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class monster_barnacle:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_barney (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Barney Calhoun
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*/
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enum {
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@ -16,7 +16,8 @@
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/*QUAKED monster_barney_dead (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Barney's corpse
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*/
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class monster_barney_dead:CBaseEntity
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@ -16,7 +16,8 @@
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/*QUAKED monster_bigmomma (0 0.8 0.8) (-95 -95 0) (95 95 190)
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Monster.
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Gonarch
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*/
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class monster_bigmomma:CBaseMonster
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void monster_bigmomma::monster_bigmomma(void)
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{
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netname = "Big Momma";
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netname = "Gonarch";
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model = "models/big_mom.mdl";
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CBaseMonster::CBaseMonster();
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}
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@ -16,7 +16,8 @@
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/*QUAKED monster_bloater (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Flocking Floater
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*/
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class monster_bloater:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_bullchicken (0 0.8 0.8) (-32 -32 0) (32 32 64)
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Monster.
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Bullsquid
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*/
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class monster_bullchicken:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_cockroach (0 0.8 0.8) (-4 -4 0) (4 4 4)
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Monster.
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Cockroach
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*/
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class monster_cockroach:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_flyer_flock (0 0.8 0.8) (-16 -16 0) (16 16 16)
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Monster.
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Boid
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*/
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class monster_flyer_flock:CBaseMonster
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@ -33,7 +34,7 @@ void monster_flyer_flock::Respawn(void)
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void monster_flyer_flock::monster_flyer_flock(void)
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{
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netname = "Flyer";
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netname = "Boid";
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model = "models/aflock.mdl";
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CBaseMonster::CBaseMonster();
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}
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@ -16,7 +16,8 @@
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/*QUAKED monster_gargantua (0 0.8 0.8) (-32 -32 0) (32 32 128)
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Monster.
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Gargantua
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*/
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class monster_gargantua:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_gman (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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G-Man
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*/
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class monster_gman:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_headcrab (0 0.8 0.8) (-16 -16 0) (16 16 36)
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Monster.
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Headcrab
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*/
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class monster_headcrab:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_hevsuit_dead (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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HEV-Suit/Player's corpse
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*/
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class monster_hevsuit_dead:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_hgrunt_dead (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Human Grunt's corpse
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*/
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class monster_hgrunt_dead:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_houndeye (0 0.8 0.8) (-16 -16 0) (16 16 36)
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Monster.
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Houndeye
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*/
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class monster_houndeye:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_human_assassin (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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Black Ops - Assassin
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*/
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class monster_human_assassin:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_human_grunt (0 0.8 0.8) (-16 -16 0) (16 16 72)
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Monster.
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HECU - Human Grunt
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*/
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class monster_human_grunt:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_ichthyosaur (0 0.8 0.8) (-32 -32 0) (32 32 64)
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Monster.
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Ichthyosaur
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*/
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class monster_ichthyosaur:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_leech (0 0.8 0.8) (-6 -6 0) (6 6 6)
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Monster.
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Leech
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*/
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class monster_leech:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_miniturret (0 0.8 0.8) (-16 -16 -32) (16 16 32)
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Monster.
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Automatic Turret (small)
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*/
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class monster_miniturret:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_nihilanth (0 0.8 0.8) (-192 -192 0) (192 192 384)
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Monster.
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Nihilanth
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*/
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class monster_nihilanth:CBaseMonster
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@ -16,7 +16,8 @@
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/*QUAKED monster_osprey (0 0.8 0.8) (-480 -480 -112) (480 480 24)
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Monster.
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Bell Boeing VV-22 Osprey
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*/
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||||
|
||||
class monster_osprey:CBaseMonster
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_rat (0 0.8 0.8) (-6 -6 0) (6 6 6)
|
||||
|
||||
Monster.
|
||||
Rat
|
||||
|
||||
*/
|
||||
|
||||
class monster_rat:CBaseEntity
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_scientist (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
|
||||
Monster.
|
||||
Scientist
|
||||
|
||||
*/
|
||||
|
||||
enum {
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_scientist_dead (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
|
||||
Monster.
|
||||
Scientists' corpse
|
||||
|
||||
*/
|
||||
|
||||
enum {
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_sentry (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
|
||||
Monster.
|
||||
Sentry Gun
|
||||
|
||||
*/
|
||||
|
||||
class monster_sentry:CBaseMonster
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_sitting_scientist (0 0.8 0.8) (-14 -14 0) (14 14 36)
|
||||
|
||||
Monster.
|
||||
Sitting scientists
|
||||
|
||||
*/
|
||||
|
||||
enum {
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_tentacle (0 0.8 0.8) (-32 -32 0) (32 32 64)
|
||||
|
||||
Monster.
|
||||
Tentacle
|
||||
|
||||
*/
|
||||
|
||||
class monster_tentacle:CBaseMonster
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_turret (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
|
||||
Monster.
|
||||
Automatic Turret (large)
|
||||
|
||||
*/
|
||||
|
||||
class monster_turret:CBaseMonster
|
||||
|
|
|
@ -16,7 +16,8 @@
|
|||
|
||||
/*QUAKED monster_zombie (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
|
||||
Monster.
|
||||
Zombie
|
||||
|
||||
*/
|
||||
|
||||
enum {
|
||||
|
|
Loading…
Reference in a new issue