ref: 4f4a0b78514eabbd3d5c1e86a178bd3628d37435
dir: /QW/progs/server.qc/
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);}; void() event_lightning = {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 (); }; //============================================================================