Beispiel #1
0
/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier_light (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
	gi.modelindex ("models/objects/laser/tris.md2");
	gi.soundindex ("misc/lasfly.wav");
	gi.soundindex ("soldier/solatck2.wav");
	self->common_name = "Light Guard";

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 20;
	if(!self->gib_health)
		self->gib_health = -30;

	SP_monster_soldier_x (self);

	// Lazarus: custom skins
	self->s.skinnum = 0 + 6*self->style;
}
Beispiel #2
0
/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void SP_monster_soldier_ss(edict_t *self)
{
    if (deathmatch->value)
    {
        G_FreeEdict(self);
        return;
    }

    sound_pain_ss  = gi.soundindex("soldier/solpain3.wav");
    sound_death_ss = gi.soundindex("soldier/soldeth3.wav");
    gi.soundindex("soldier/solatck3.wav");
    self->common_name = "Machinegun Guard";

    // Lazarus: mapper-configurable health
    if (!self->health)
    {
        self->health = 40;
    }
    if (!self->gib_health)
    {
        self->gib_health = -30;
    }

    SP_monster_soldier_x(self);

    // Lazarus: custom skins
    self->s.skinnum = 4 + 6 * self->style;
}
Beispiel #3
0
/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier_light (edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	SP_monster_soldier_x (self);

	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
	gi.modelindex ("models/objects/laser/tris.md2");
	gi.soundindex ("misc/lasfly.wav");
	gi.soundindex ("soldier/solatck2.wav");

	self->s.skinnum = 0;
	self->health = 20;
	self->gib_health = -30;
}
Beispiel #4
0
/*
 * QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
 * Trigger_Spawn Sight
 */
void
SP_monster_soldier_ss(edict_t * self)
{
	if (deathmatch->value) {
		G_FreeEdict(self);
		return;
	}
	SP_monster_soldier_x(self);

	sound_pain_ss = gi.soundindex("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex("soldier/soldeth3.wav");
	gi.soundindex("soldier/solatck3.wav");

	self->s.skinnum = 4;
	self->health = 40;
	self->gib_health = -30;
}
Beispiel #5
0
/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier (edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	SP_monster_soldier_x (self);

	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");

	self->s.skinnum = 2;
	self->health = 30;
	self->gib_health = -30;
}
Beispiel #6
0
/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");
	self->common_name = "Shotgun Guard";

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 30;
	if(!self->gib_health)
		self->gib_health = -30;

	SP_monster_soldier_x (self);

	// Lazarus: custom skins
	self->s.skinnum = 2 + 6*self->style;
}