shithub: qk1

ref: 8070f221ed04c1e5adf9e0c2475c8ddf80ef772e
dir: /qw/progs/server.qc/

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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);};
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 ();
};



//============================================================================