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-
- void() monster_ogre = {remove(self);};
- void() monster_demon1 = {remove(self);};
- void() monster_shambler = {remove(self);};
- void() monster_knight = {remove(self);};
- void() monster_army = {remove(self);};
- void() monster_wizard = {remove(self);};
- void() monster_dog = {remove(self);};
- void() monster_zombie = {remove(self);};
- void() monster_boss = {remove(self);};
- void() monster_tarbaby = {remove(self);};
- void() monster_hell_knight = {remove(self);};
- void() monster_fish = {remove(self);};
- void() monster_shalrath = {remove(self);};
- void() monster_enforcer = {remove(self);};
- void() monster_oldone = {remove(self);};
-
- /*
- ==============================================================================
-
- MOVETARGET CODE
-
- The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
-
- targetname
- must be present. The name of this movetarget.
-
- target
- the next spot to move to. If not present, stop here for good.
-
- pausetime
- The number of seconds to spend standing or bowing for path_stand or path_bow
-
- ==============================================================================
- */
-
- /*
- =============
- t_movetarget
-
- Something has bumped into a movetarget. If it is a monster
- moving towards it, change the next destination and continue.
- ==============
- */
- void() t_movetarget =
- {
- local entity temp;
-
- if (other.movetarget != self)
- return;
-
- if (other.enemy)
- return; // fighting, not following a path
-
- temp = self;
- self = other;
- other = temp;
-
- if (self.classname == "monster_ogre")
- sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
-
- //dprint ("t_movetarget\n");
- self.goalentity = self.movetarget = find (world, targetname, other.target);
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- if (!self.movetarget)
- {
- self.pausetime = time + 999999;
- self.th_stand ();
- return;
- }
- };
-
-
-
- void() movetarget_f =
- {
- if (!self.targetname)
- objerror ("monster_movetarget: no targetname");
-
- self.solid = SOLID_TRIGGER;
- self.touch = t_movetarget;
- setsize (self, '-8 -8 -8', '8 8 8');
-
- };
-
- /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
- Monsters will continue walking towards the next target corner.
- */
- void() path_corner =
- {
- movetarget_f ();
- };
-
-
-
- //============================================================================
-