home *** CD-ROM | disk | FTP | other *** search
/ The Arsenal Files 8 / The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO / g_quake / progs106.zip / HKNIGHT.QC < prev    next >
Text File  |  1996-09-26  |  18KB  |  441 lines

  1. /*
  2. ==============================================================================
  3.  
  4. KNIGHT
  5.  
  6. ==============================================================================
  7. */
  8.  
  9. $cd id1/models/knight2
  10. $origin 0 0 24
  11. $base base
  12. $skin skin
  13.  
  14. $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
  15.  
  16. $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
  17. $frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17
  18. $frame walk18 walk19 walk20
  19.  
  20. $frame run1 run2 run3 run4 run5 run6 run7 run8
  21.  
  22. $frame pain1 pain2 pain3 pain4 pain5
  23.  
  24. $frame death1 death2 death3 death4 death5 death6 death7 death8
  25. $frame death9 death10 death11 death12
  26.  
  27. $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
  28. $frame deathb9
  29.  
  30. $frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8
  31. $frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16
  32.  
  33. $frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8
  34. $frame magica9 magica10 magica11 magica12 magica13 magica14
  35.  
  36. $frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8
  37. $frame magicb9 magicb10 magicb11 magicb12 magicb13
  38.  
  39. $frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6
  40.  
  41. $frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10
  42.  
  43. $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10
  44. $frame smash11
  45.  
  46. $frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7 
  47. $frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14
  48. $frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20 
  49. $frame w_attack21 w_attack22 
  50.  
  51. $frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
  52. $frame magicc9 magicc10 magicc11
  53.  
  54.  
  55. void() hknight_char_a1;
  56. void() hknight_run1;
  57. void() hk_idle_sound;
  58.  
  59. void(float offset) hknight_shot =
  60. {
  61.     local    vector    offang;
  62.     local    vector    org, vec;
  63.     
  64.     offang = vectoangles (self.enemy.origin - self.origin);
  65.     offang_y = offang_y + offset * 6;
  66.     
  67.     makevectors (offang);
  68.  
  69.     org = self.origin + self.mins + self.size*0.5 + v_forward * 20;
  70.  
  71. // set missile speed
  72.     vec = normalize (v_forward);
  73.     vec_z = 0 - vec_z + (random() - 0.5)*0.1;
  74.     
  75.     launch_spike (org, vec);
  76.     newmis.classname = "knightspike";
  77.     setmodel (newmis, "progs/k_spike.mdl");
  78.     setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);        
  79.     newmis.velocity = vec*300;
  80.     sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
  81. };
  82.  
  83. void() CheckForCharge =
  84. {
  85. // check for mad charge
  86. if (!enemy_vis)
  87.     return;
  88. if (time < self.attack_finished)
  89.     return;    
  90. if ( fabs(self.origin_z - self.enemy.origin_z) > 20)
  91.     return;        // too much height change
  92. if ( vlen (self.origin - self.enemy.origin) < 80)
  93.     return;        // use regular attack
  94.  
  95. // charge        
  96.     SUB_AttackFinished (2);
  97.     hknight_char_a1 ();
  98.  
  99. };
  100.  
  101. void() CheckContinueCharge =
  102. {
  103.     if (time > self.attack_finished)
  104.     {
  105.         SUB_AttackFinished (3);
  106.         hknight_run1 ();
  107.         return;        // done charging
  108.     }
  109.     if (random() > 0.5)
  110.         sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM);
  111.     else
  112.         sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM);
  113. };
  114.  
  115. //===========================================================================
  116.  
  117. void()    hknight_stand1    =[    $stand1,    hknight_stand2    ] {ai_stand();};
  118. void()    hknight_stand2    =[    $stand2,    hknight_stand3    ] {ai_stand();};
  119. void()    hknight_stand3    =[    $stand3,    hknight_stand4    ] {ai_stand();};
  120. void()    hknight_stand4    =[    $stand4,    hknight_stand5    ] {ai_stand();};
  121. void()    hknight_stand5    =[    $stand5,    hknight_stand6    ] {ai_stand();};
  122. void()    hknight_stand6    =[    $stand6,    hknight_stand7    ] {ai_stand();};
  123. void()    hknight_stand7    =[    $stand7,    hknight_stand8    ] {ai_stand();};
  124. void()    hknight_stand8    =[    $stand8,    hknight_stand9    ] {ai_stand();};
  125. void()    hknight_stand9    =[    $stand9,    hknight_stand1    ] {ai_stand();};
  126.  
  127. //===========================================================================
  128.  
  129. void()    hknight_walk1    =[    $walk1,        hknight_walk2    ] {
  130. hk_idle_sound();
  131. ai_walk(2);};
  132. void()    hknight_walk2    =[    $walk2,        hknight_walk3    ] {ai_walk(5);};
  133. void()    hknight_walk3    =[    $walk3,        hknight_walk4    ] {ai_walk(5);};
  134. void()    hknight_walk4    =[    $walk4,        hknight_walk5    ] {ai_walk(4);};
  135. void()    hknight_walk5    =[    $walk5,        hknight_walk6    ] {ai_walk(4);};
  136. void()    hknight_walk6    =[    $walk6,        hknight_walk7    ] {ai_walk(2);};
  137. void()    hknight_walk7    =[    $walk7,        hknight_walk8    ] {ai_walk(2);};
  138. void()    hknight_walk8    =[    $walk8,        hknight_walk9    ] {ai_walk(3);};
  139. void()    hknight_walk9    =[    $walk9,        hknight_walk10    ] {ai_walk(3);};
  140. void()    hknight_walk10    =[    $walk10,    hknight_walk11    ] {ai_walk(4);};
  141. void()    hknight_walk11    =[    $walk11,    hknight_walk12    ] {ai_walk(3);};
  142. void()    hknight_walk12    =[    $walk12,    hknight_walk13    ] {ai_walk(4);};
  143. void()    hknight_walk13    =[    $walk13,    hknight_walk14    ] {ai_walk(6);};
  144. void()    hknight_walk14    =[    $walk14,    hknight_walk15    ] {ai_walk(2);};
  145. void()    hknight_walk15    =[    $walk15,    hknight_walk16    ] {ai_walk(2);};
  146. void()    hknight_walk16    =[    $walk16,    hknight_walk17    ] {ai_walk(4);};
  147. void()    hknight_walk17    =[    $walk17,    hknight_walk18    ] {ai_walk(3);};
  148. void()    hknight_walk18    =[    $walk18,    hknight_walk19    ] {ai_walk(3);};
  149. void()    hknight_walk19    =[    $walk19,    hknight_walk20    ] {ai_walk(3);};
  150. void()    hknight_walk20    =[    $walk20,    hknight_walk1    ] {ai_walk(2);};
  151.  
  152. //===========================================================================
  153.  
  154. void()    hknight_run1    =[    $run1,        hknight_run2    ] {
  155. hk_idle_sound();
  156. ai_run (20); CheckForCharge (); };
  157. void()    hknight_run2    =[    $run2,        hknight_run3    ] {ai_run(25);};
  158. void()    hknight_run3    =[    $run3,        hknight_run4    ] {ai_run(18);};
  159. void()    hknight_run4    =[    $run4,        hknight_run5    ] {ai_run(16);};
  160. void()    hknight_run5    =[    $run5,        hknight_run6    ] {ai_run(14);};
  161. void()    hknight_run6    =[    $run6,        hknight_run7    ] {ai_run(25);};
  162. void()    hknight_run7    =[    $run7,        hknight_run8    ] {ai_run(21);};
  163. void()    hknight_run8    =[    $run8,        hknight_run1    ] {ai_run(13);};
  164.  
  165. //============================================================================
  166.  
  167. void()    hknight_pain1    =[    $pain1,        hknight_pain2    ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);};
  168. void()    hknight_pain2    =[    $pain2,        hknight_pain3    ] {};
  169. void()    hknight_pain3    =[    $pain3,        hknight_pain4    ] {};
  170. void()    hknight_pain4    =[    $pain4,        hknight_pain5    ] {};
  171. void()    hknight_pain5    =[    $pain5,        hknight_run1    ] {};
  172.  
  173. //============================================================================
  174.  
  175. void()    hknight_die1    =[    $death1,    hknight_die2    ] {ai_forward(10);};
  176. void()    hknight_die2    =[    $death2,    hknight_die3    ] {ai_forward(8);};
  177. void()    hknight_die3    =[    $death3,    hknight_die4    ]
  178. {self.solid = SOLID_NOT; ai_forward(7);};
  179. void()    hknight_die4    =[    $death4,    hknight_die5    ] {};
  180. void()    hknight_die5    =[    $death5,    hknight_die6    ] {};
  181. void()    hknight_die6    =[    $death6,    hknight_die7    ] {};
  182. void()    hknight_die7    =[    $death7,    hknight_die8    ] {};
  183. void()    hknight_die8    =[    $death8,    hknight_die9    ] {ai_forward(10);};
  184. void()    hknight_die9    =[    $death9,    hknight_die10    ] {ai_forward(11);};
  185. void()    hknight_die10    =[    $death10,    hknight_die11    ] {};
  186. void()    hknight_die11    =[    $death11,    hknight_die12    ] {};
  187. void()    hknight_die12    =[    $death12,    hknight_die12    ] {};
  188.  
  189. void()    hknight_dieb1    =[    $deathb1,    hknight_dieb2    ] {};
  190. void()    hknight_dieb2    =[    $deathb2,    hknight_dieb3    ] {};
  191. void()    hknight_dieb3    =[    $deathb3,    hknight_dieb4    ]
  192. {self.solid = SOLID_NOT;};
  193. void()    hknight_dieb4    =[    $deathb4,    hknight_dieb5    ] {};
  194. void()    hknight_dieb5    =[    $deathb5,    hknight_dieb6    ] {};
  195. void()    hknight_dieb6    =[    $deathb6,    hknight_dieb7    ] {};
  196. void()    hknight_dieb7    =[    $deathb7,    hknight_dieb8    ] {};
  197. void()    hknight_dieb8    =[    $deathb8,    hknight_dieb9    ] {};
  198. void()    hknight_dieb9    =[    $deathb9,    hknight_dieb9    ] {};
  199.  
  200. void() hknight_die =
  201. {
  202. // check for gib
  203.     if (self.health < -40)
  204.     {
  205.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  206.         ThrowHead ("progs/h_hellkn.mdl", self.health);
  207.         ThrowGib ("progs/gib1.mdl", self.health);
  208.         ThrowGib ("progs/gib2.mdl", self.health);
  209.         ThrowGib ("progs/gib3.mdl", self.health);
  210.         return;
  211.     }
  212.  
  213. // regular death
  214.     sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM);
  215.     if (random() > 0.5)
  216.         hknight_die1 ();
  217.     else
  218.         hknight_dieb1 ();
  219. };
  220.  
  221.  
  222. //============================================================================
  223.  
  224. void()    hknight_magica1 =[    $magica1,    hknight_magica2    ] {ai_face();};
  225. void()    hknight_magica2 =[    $magica2,    hknight_magica3    ] {ai_face();};
  226. void()    hknight_magica3 =[    $magica3,    hknight_magica4    ] {ai_face();};
  227. void()    hknight_magica4 =[    $magica4,    hknight_magica5    ] {ai_face();};
  228. void()    hknight_magica5 =[    $magica5,    hknight_magica6    ] {ai_face();};
  229. void()    hknight_magica6 =[    $magica6,    hknight_magica7    ] {ai_face();};
  230. void()    hknight_magica7 =[    $magica7,    hknight_magica8    ] {hknight_shot(-2);};
  231. void()    hknight_magica8 =[    $magica8,    hknight_magica9    ] {hknight_shot(-1);};
  232. void()    hknight_magica9 =[    $magica9,    hknight_magica10] {hknight_shot(0);};
  233. void()    hknight_magica10 =[    $magica10,    hknight_magica11] {hknight_shot(1);};
  234. void()    hknight_magica11 =[    $magica11,    hknight_magica12] {hknight_shot(2);};
  235. void()    hknight_magica12 =[    $magica12,    hknight_magica13] {hknight_shot(3);};
  236. void()    hknight_magica13 =[    $magica13,    hknight_magica14] {ai_face();};
  237. void()    hknight_magica14 =[    $magica14,    hknight_run1    ] {ai_face();};
  238.  
  239. //============================================================================
  240.  
  241. void()    hknight_magicb1 =[    $magicb1,    hknight_magicb2    ] {ai_face();};
  242. void()    hknight_magicb2 =[    $magicb2,    hknight_magicb3    ] {ai_face();};
  243. void()    hknight_magicb3 =[    $magicb3,    hknight_magicb4    ] {ai_face();};
  244. void()    hknight_magicb4 =[    $magicb4,    hknight_magicb5    ] {ai_face();};
  245. void()    hknight_magicb5 =[    $magicb5,    hknight_magicb6    ] {ai_face();};
  246. void()    hknight_magicb6 =[    $magicb6,    hknight_magicb7    ] {ai_face();};
  247. void()    hknight_magicb7 =[    $magicb7,    hknight_magicb8    ] {hknight_shot(-2);};
  248. void()    hknight_magicb8 =[    $magicb8,    hknight_magicb9    ] {hknight_shot(-1);};
  249. void()    hknight_magicb9 =[    $magicb9,    hknight_magicb10] {hknight_shot(0);};
  250. void()    hknight_magicb10 =[    $magicb10,    hknight_magicb11] {hknight_shot(1);};
  251. void()    hknight_magicb11 =[    $magicb11,    hknight_magicb12] {hknight_shot(2);};
  252. void()    hknight_magicb12 =[    $magicb12,    hknight_magicb13] {hknight_shot(3);};
  253. void()    hknight_magicb13 =[    $magicb13,    hknight_run1] {ai_face();};
  254.  
  255. //============================================================================
  256.  
  257. void()    hknight_magicc1 =[    $magicc1,    hknight_magicc2    ] {ai_face();};
  258. void()    hknight_magicc2 =[    $magicc2,    hknight_magicc3    ] {ai_face();};
  259. void()    hknight_magicc3 =[    $magicc3,    hknight_magicc4    ] {ai_face();};
  260. void()    hknight_magicc4 =[    $magicc4,    hknight_magicc5    ] {ai_face();};
  261. void()    hknight_magicc5 =[    $magicc5,    hknight_magicc6    ] {ai_face();};
  262. void()    hknight_magicc6 =[    $magicc6,    hknight_magicc7    ] {hknight_shot(-2);};
  263. void()    hknight_magicc7 =[    $magicc7,    hknight_magicc8    ] {hknight_shot(-1);};
  264. void()    hknight_magicc8 =[    $magicc8,    hknight_magicc9    ] {hknight_shot(0);};
  265. void()    hknight_magicc9 =[    $magicc9,    hknight_magicc10] {hknight_shot(1);};
  266. void()    hknight_magicc10 =[    $magicc10,    hknight_magicc11] {hknight_shot(2);};
  267. void()    hknight_magicc11 =[    $magicc11,    hknight_run1] {hknight_shot(3);};
  268.  
  269. //===========================================================================
  270.  
  271. void()    hknight_char_a1    =[    $char_a1,    hknight_char_a2    ] {ai_charge(20);};
  272. void()    hknight_char_a2    =[    $char_a2,    hknight_char_a3    ] {ai_charge(25);};
  273. void()    hknight_char_a3    =[    $char_a3,    hknight_char_a4    ] {ai_charge(18);};
  274. void()    hknight_char_a4    =[    $char_a4,    hknight_char_a5    ] {ai_charge(16);};
  275. void()    hknight_char_a5    =[    $char_a5,    hknight_char_a6    ] {ai_charge(14);};
  276. void()    hknight_char_a6    =[    $char_a6,    hknight_char_a7    ] {ai_charge(20); ai_melee();};
  277. void()    hknight_char_a7    =[    $char_a7,    hknight_char_a8    ] {ai_charge(21); ai_melee();};
  278. void()    hknight_char_a8    =[    $char_a8,    hknight_char_a9    ] {ai_charge(13); ai_melee();};
  279. void()    hknight_char_a9    =[    $char_a9,    hknight_char_a10    ] {ai_charge(20); ai_melee();};
  280. void()    hknight_char_a10=[    $char_a10,    hknight_char_a11    ] {ai_charge(20); ai_melee();};
  281. void()    hknight_char_a11=[    $char_a11,    hknight_char_a12    ] {ai_charge(18); ai_melee();};
  282. void()    hknight_char_a12=[    $char_a12,    hknight_char_a13    ] {ai_charge(16);};
  283. void()    hknight_char_a13=[    $char_a13,    hknight_char_a14    ] {ai_charge(14);};
  284. void()    hknight_char_a14=[    $char_a14,    hknight_char_a15    ] {ai_charge(25);};
  285. void()    hknight_char_a15=[    $char_a15,    hknight_char_a16    ] {ai_charge(21);};
  286. void()    hknight_char_a16=[    $char_a16,    hknight_run1    ] {ai_charge(13);};
  287.  
  288. //===========================================================================
  289.  
  290. void()    hknight_char_b1    =[    $char_b1,    hknight_char_b2    ]
  291. {CheckContinueCharge (); ai_charge(23); ai_melee();};
  292. void()    hknight_char_b2    =[    $char_b2,    hknight_char_b3    ] {ai_charge(17); ai_melee();};
  293. void()    hknight_char_b3    =[    $char_b3,    hknight_char_b4    ] {ai_charge(12); ai_melee();};
  294. void()    hknight_char_b4    =[    $char_b4,    hknight_char_b5    ] {ai_charge(22); ai_melee();};
  295. void()    hknight_char_b5    =[    $char_b5,    hknight_char_b6    ] {ai_charge(18); ai_melee();};
  296. void()    hknight_char_b6    =[    $char_b6,    hknight_char_b1    ] {ai_charge(8); ai_melee();};
  297.  
  298. //===========================================================================
  299.  
  300. void()    hknight_slice1    =[    $slice1,    hknight_slice2    ] {ai_charge(9);};
  301. void()    hknight_slice2    =[    $slice2,    hknight_slice3    ] {ai_charge(6);};
  302. void()    hknight_slice3    =[    $slice3,    hknight_slice4    ] {ai_charge(13);};
  303. void()    hknight_slice4    =[    $slice4,    hknight_slice5    ] {ai_charge(4);};
  304. void()    hknight_slice5    =[    $slice5,    hknight_slice6    ] {ai_charge(7); ai_melee();};
  305. void()    hknight_slice6    =[    $slice6,    hknight_slice7    ] {ai_charge(15); ai_melee();};
  306. void()    hknight_slice7    =[    $slice7,    hknight_slice8    ] {ai_charge(8); ai_melee();};
  307. void()    hknight_slice8    =[    $slice8,    hknight_slice9    ] {ai_charge(2); ai_melee();};
  308. void()    hknight_slice9    =[    $slice9,    hknight_slice10    ] {ai_melee();};
  309. void()    hknight_slice10    =[    $slice10,    hknight_run1    ] {ai_charge(3);};
  310.  
  311. //===========================================================================
  312.  
  313. void()    hknight_smash1    =[    $smash1,    hknight_smash2    ] {ai_charge(1);};
  314. void()    hknight_smash2    =[    $smash2,    hknight_smash3    ] {ai_charge(13);};
  315. void()    hknight_smash3    =[    $smash3,    hknight_smash4    ] {ai_charge(9);};
  316. void()    hknight_smash4    =[    $smash4,    hknight_smash5    ] {ai_charge(11);};
  317. void()    hknight_smash5    =[    $smash5,    hknight_smash6    ] {ai_charge(10); ai_melee();};
  318. void()    hknight_smash6    =[    $smash6,    hknight_smash7    ] {ai_charge(7); ai_melee();};
  319. void()    hknight_smash7    =[    $smash7,    hknight_smash8    ] {ai_charge(12); ai_melee();};
  320. void()    hknight_smash8    =[    $smash8,    hknight_smash9    ] {ai_charge(2); ai_melee();};
  321. void()    hknight_smash9    =[    $smash9,    hknight_smash10    ] {ai_charge(3); ai_melee();};
  322. void()    hknight_smash10    =[    $smash10,    hknight_smash11    ] {ai_charge(0);};
  323. void()    hknight_smash11    =[    $smash11,    hknight_run1    ] {ai_charge(0);};
  324.  
  325. //============================================================================
  326.  
  327. void()    hknight_watk1    =[    $w_attack1,    hknight_watk2    ] {ai_charge(2);};
  328. void()    hknight_watk2    =[    $w_attack2,    hknight_watk3    ] {ai_charge(0);};
  329. void()    hknight_watk3    =[    $w_attack3,    hknight_watk4    ] {ai_charge(0);};
  330. void()    hknight_watk4    =[    $w_attack4,    hknight_watk5    ] {ai_melee();};
  331. void()    hknight_watk5    =[    $w_attack5,    hknight_watk6    ] {ai_melee();};
  332. void()    hknight_watk6    =[    $w_attack6,    hknight_watk7    ] {ai_melee();};
  333. void()    hknight_watk7    =[    $w_attack7,    hknight_watk8    ] {ai_charge(1);};
  334. void()    hknight_watk8    =[    $w_attack8,    hknight_watk9    ] {ai_charge(4);};
  335. void()    hknight_watk9    =[    $w_attack9,    hknight_watk10    ] {ai_charge(5);};
  336. void()    hknight_watk10    =[    $w_attack10,    hknight_watk11    ] {ai_charge(3); ai_melee();};
  337. void()    hknight_watk11    =[    $w_attack11,    hknight_watk12    ] {ai_charge(2); ai_melee();};
  338. void()    hknight_watk12    =[    $w_attack12,    hknight_watk13    ] {ai_charge(2); ai_melee();};
  339. void()    hknight_watk13    =[    $w_attack13,    hknight_watk14    ] {ai_charge(0);};
  340. void()    hknight_watk14    =[    $w_attack14,    hknight_watk15    ] {ai_charge(0);};
  341. void()    hknight_watk15    =[    $w_attack15,    hknight_watk16    ] {ai_charge(0);};
  342. void()    hknight_watk16    =[    $w_attack16,    hknight_watk17    ] {ai_charge(1);};
  343. void()    hknight_watk17    =[    $w_attack17,    hknight_watk18    ] {ai_charge(1); ai_melee();};
  344. void()    hknight_watk18    =[    $w_attack18,    hknight_watk19    ] {ai_charge(3); ai_melee();};
  345. void()    hknight_watk19    =[    $w_attack19,    hknight_watk20    ] {ai_charge(4); ai_melee();};
  346. void()    hknight_watk20    =[    $w_attack20,    hknight_watk21    ] {ai_charge(6);};
  347. void()    hknight_watk21    =[    $w_attack21,    hknight_watk22    ] {ai_charge(7);};
  348. void()    hknight_watk22    =[    $w_attack22,    hknight_run1    ] {ai_charge(3);};
  349.  
  350. //============================================================================
  351.  
  352. void() hk_idle_sound =
  353. {
  354.     if (random() < 0.2)
  355.         sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
  356. };
  357.  
  358. void(entity attacker, float damage)    hknight_pain =
  359. {
  360.     if (self.pain_finished > time)
  361.         return;
  362.  
  363.     sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);
  364.  
  365.     if (time - self.pain_finished > 5)
  366.     {    // allways go into pain frame if it has been a while
  367.         hknight_pain1 ();
  368.         self.pain_finished = time + 1;
  369.         return;
  370.     }
  371.     
  372.     if ((random()*30 > damage) )
  373.         return;        // didn't flinch
  374.  
  375.     self.pain_finished = time + 1;
  376.     hknight_pain1 ();
  377. };
  378.  
  379. float    hknight_type;
  380.  
  381. void() hknight_melee =
  382. {
  383.     hknight_type = hknight_type + 1;
  384.  
  385.     sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM);
  386.     if (hknight_type == 1)
  387.         hknight_slice1 ();
  388.     else if (hknight_type == 2)
  389.         hknight_smash1 ();
  390.     else if (hknight_type == 3)
  391.     {
  392.         hknight_watk1 ();
  393.         hknight_type = 0;
  394.     }
  395. };
  396.  
  397. /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush
  398. */
  399. void() monster_hell_knight =
  400. {
  401.     if (deathmatch)
  402.     {
  403.         remove(self);
  404.         return;
  405.     }
  406.     precache_model2 ("progs/hknight.mdl");
  407.     precache_model2 ("progs/k_spike.mdl");
  408.     precache_model2 ("progs/h_hellkn.mdl");
  409.  
  410.     
  411.     precache_sound2 ("hknight/attack1.wav");
  412.     precache_sound2 ("hknight/death1.wav");
  413.     precache_sound2 ("hknight/pain1.wav");
  414.     precache_sound2 ("hknight/sight1.wav");
  415.     precache_sound ("hknight/hit.wav");        // used by C code, so don't sound2
  416.     precache_sound2 ("hknight/slash1.wav");
  417.     precache_sound2 ("hknight/idle.wav");
  418.     precache_sound2 ("hknight/grunt.wav");
  419.  
  420.     precache_sound ("knight/sword1.wav");
  421.     precache_sound ("knight/sword2.wav");
  422.     
  423.     self.solid = SOLID_SLIDEBOX;
  424.     self.movetype = MOVETYPE_STEP;
  425.  
  426.     setmodel (self, "progs/hknight.mdl");
  427.  
  428.     setsize (self, '-16 -16 -24', '16 16 40');
  429.     self.health = 250;
  430.  
  431.     self.th_stand = hknight_stand1;
  432.     self.th_walk = hknight_walk1;
  433.     self.th_run = hknight_run1;
  434.     self.th_melee = hknight_melee;
  435.     self.th_missile = hknight_magicc1;
  436.     self.th_pain = hknight_pain;
  437.     self.th_die = hknight_die;
  438.     
  439.     walkmonster_start ();
  440. };
  441.