xmen/skeleton.c

102 lines
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C
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2005-09-22 00:00:00 +00:00
/*
--------
Skeleton
--------
All monsters killed with a Flamethrower change to a skeleton to be "finished off"
*/
void () skeleton_animate =
{
self.frame = self.frame + 1;
if (self.frame > (self.start_frame + 12))
self.frame = self.start_frame;
self.skin = self.skin + 1;
if (self.skin > 3)
self.skin = 0;
if (random()*100 < 1)
sound (self, CHAN_AUTO, "zombie/idle_w2.wav", 1, ATTN_STATIC);
self.think = skeleton_animate;
self.nextthink = time + 0.1;
};
void() skeleton_die =
{
// play crunch sound, and spawn some bone parts
sound(self, CHAN_BODY, "skeleton/crunch.wav", 1, ATTN_NORM);
ThrowGib ("progs/gib01.mdl", self.health);
ThrowGib ("progs/gib02.mdl", self.health);
ThrowGib ("progs/gib02.mdl", self.health);
ThrowGib ("progs/gib02.mdl", self.health);
ThrowGib ("progs/gib02.mdl", self.health);
ThrowGib ("progs/gib03.mdl", self.health);
ThrowGib ("progs/gib03.mdl", self.health);
ThrowGib ("progs/gib03.mdl", self.health);
ThrowGib ("progs/gib03.mdl", self.health);
remove(self);
};
void(entity e) skeleton_morph =
{
local float rnd;
e.classname = "xmen_skeleton";
setmodel(e, "progs/skel.mdl");
// fall from the air
if (e.flags & FL_FLY) {
// e.velocity_z = 100;
// setmodel(e, "progs/skel.mdl");
setsize(e, VEC_HULL_MIN, VEC_HULL_MAX);
// setorigin(e, e.origin + '0 0 1');
e.flags = e.flags - (e.flags & FL_ONGROUND);
e.flags = e.flags - (e.flags & FL_FLY);
e.angles_x = 0;
e.angles_z = 0;
}
else {
setsize(e, VEC_HULL_MIN, VEC_HULL_MAX);
setorigin(e, e.origin - '0 0 1' * e.z_ofs);
}
e.flags = e.flags - (e.flags & FL_GODMODE);
e.x_flags = e.x_flags - (e.x_flags & X_ANGEL_DEFENSE);
rnd = random() * 3;
if (rnd < 1) {
e.start_frame = 0;
}
else if (rnd < 2) {
e.start_frame = 13;
}
else {
e.start_frame = 26;
}
e.frame = e.start_frame;
e.health = 1;
e.think = skeleton_animate;
e.nextthink = time + 0.1;
e.th_die = skeleton_die;
e.th_pain = skeleton_animate;
e.th_guard = skeleton_animate;
e.th_stand = skeleton_animate;
e.th_melee = skeleton_animate;
e.th_missile = skeleton_animate;
e.th_walk = skeleton_animate;
e.th_run = skeleton_animate;
e.th_guard = SUB_Null;
};