/*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; }
/*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; }
/*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; }
/* * 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; }
/*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; }
/*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; }