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Text File  |  1996-09-28  |  15KB  |  472 lines

  1. /*
  2. ==============================================================================
  3.  
  4. OGRE
  5.  
  6. ==============================================================================
  7. */
  8.  
  9. $cd /raid/quake/id1/models/ogre_c
  10. $origin 0 0 24
  11. $base base        
  12. $skin base
  13.  
  14. $frame    stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
  15.  
  16. $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
  17. $frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
  18.  
  19. $frame run1 run2 run3 run4 run5 run6 run7 run8
  20.  
  21. $frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
  22. $frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
  23.  
  24. $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
  25. $frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
  26.  
  27. $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
  28.  
  29. $frame pain1 pain2 pain3 pain4 pain5
  30.  
  31. $frame painb1 painb2 painb3
  32.  
  33. $frame painc1 painc2 painc3 painc4 painc5 painc6
  34.  
  35. $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
  36. $frame paind11 paind12 paind13 paind14 paind15 paind16
  37.  
  38. $frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
  39. $frame paine11 paine12 paine13 paine14 paine15
  40.  
  41. $frame death1 death2 death3 death4 death5 death6
  42. $frame death7 death8 death9 death10 death11 death12
  43. $frame death13 death14
  44.  
  45. $frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
  46. $frame bdeath7 bdeath8 bdeath9 bdeath10
  47.  
  48. $frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
  49.  
  50. //=============================================================================
  51.  
  52.  
  53. void() OgreGrenadeExplode =
  54. {
  55.     remove(self);
  56.  
  57. };
  58.  
  59. void() OgreGrenadeTouch =
  60. {
  61. local float rand;
  62.     if (other == self.owner)
  63.         return;
  64.  
  65.     if (other.solid == SOLID_TRIGGER)
  66.         return;    // trigger field, do nothing
  67.  
  68.     if (pointcontents(self.origin) == CONTENT_SKY)
  69.     {
  70.         remove(self);
  71.         return;
  72.     }
  73.     
  74. // hit something that bleeds
  75.     if (other.takedamage)
  76.     {
  77.         spawn_touchblood (9);
  78.         T_Damage (other, self, self.owner, 9);
  79.     }
  80.     else
  81.     {
  82.         WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  83.         
  84.         if (self.classname == "wizspike")
  85.             WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
  86.         else if (self.classname == "knightspike")
  87.             WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
  88.         else
  89.             WriteByte (MSG_BROADCAST, TE_SPIKE);
  90.         WriteCoord (MSG_BROADCAST, self.origin_x);
  91.         WriteCoord (MSG_BROADCAST, self.origin_y);
  92.         WriteCoord (MSG_BROADCAST, self.origin_z);
  93.     }
  94.  
  95.     remove(self);
  96.  
  97. };
  98.  
  99. /*
  100. ================
  101. OgreFireGrenade
  102. ================
  103. */
  104. void() OgreFireGrenade =
  105. {
  106.  
  107.     sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
  108.  
  109.     newmis = spawn ();
  110.     newmis.owner = self;
  111.     newmis.movetype = MOVETYPE_FLYMISSILE;
  112.     newmis.solid = SOLID_BBOX;
  113.  
  114. // set newmis speed    
  115.  
  116.     makevectors (self.angles);
  117.  
  118.     newmis.velocity = normalize(self.enemy.origin - self.origin);
  119.     newmis.velocity = newmis.velocity * 1000;
  120.  
  121.     newmis.avelocity = '500 500 500';
  122.  
  123.     newmis.angles = vectoangles(newmis.velocity);
  124.     
  125.     newmis.touch = OgreGrenadeTouch;
  126.     
  127. // set newmis duration
  128.     newmis.nextthink = time + 9999;
  129.     newmis.think = OgreGrenadeExplode;
  130.  
  131.     setmodel (newmis, "progs/spike.mdl");
  132. // here was newmiss 000
  133.     setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);        
  134.     setorigin (newmis, self.origin);
  135. };
  136.  
  137.  
  138. //=============================================================================
  139.  
  140. /*
  141. ================
  142. chainsaw
  143.  
  144. FIXME
  145. ================
  146. */
  147. void(float side) chainsaw =
  148. {
  149. local vector    delta;
  150. local float     ldmg;
  151.  
  152.     if (!self.enemy)
  153.         return;
  154.     if (!CanDamage (self.enemy, self))
  155.         return;
  156.  
  157.     ai_charge(10);
  158.  
  159.     delta = self.enemy.origin - self.origin;
  160.  
  161.     if (vlen(delta) > 100)
  162.         return;
  163.         
  164.     ldmg = (random() + random() + random()) * 4;
  165.     T_Damage (self.enemy, self, self, ldmg);
  166.     
  167.     if (side)
  168.     {
  169.         makevectors (self.angles);
  170.         if (side == 1)
  171.             SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
  172.         else
  173.             SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
  174.     }
  175. };
  176.  
  177.  
  178. void() ogre_stand1    =[    $stand1,    ogre_stand2    ] {ai_stand();};
  179. void() ogre_stand2    =[    $stand2,    ogre_stand3    ] {ai_stand();};
  180. void() ogre_stand3    =[    $stand3,    ogre_stand4    ] {ai_stand();};
  181. void() ogre_stand4    =[    $stand4,    ogre_stand5    ] {ai_stand();};
  182. void() ogre_stand5    =[    $stand5,    ogre_stand6    ] {
  183. if (random() < 0.2)
  184.     sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
  185. ai_stand();
  186. };
  187. void() ogre_stand6    =[    $stand6,    ogre_stand7    ] {ai_stand();};
  188. void() ogre_stand7    =[    $stand7,    ogre_stand8    ] {ai_stand();};
  189. void() ogre_stand8    =[    $stand8,    ogre_stand9    ] {ai_stand();};
  190. void() ogre_stand9    =[    $stand9,    ogre_stand1    ] {ai_stand();};
  191.  
  192. void() ogre_walk1    =[    $walk1,        ogre_walk2    ] {ai_walk(3);};
  193. void() ogre_walk2    =[    $walk2,        ogre_walk3    ] {ai_walk(2);};
  194. void() ogre_walk3    =[    $walk3,        ogre_walk4    ] {
  195. ai_walk(2);
  196. if (random() < 0.2)
  197.     sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
  198. };
  199. void() ogre_walk4    =[    $walk4,        ogre_walk5    ] {ai_walk(2);};
  200. void() ogre_walk5    =[    $walk5,        ogre_walk6    ] {ai_walk(2);};
  201. void() ogre_walk6    =[    $walk6,        ogre_walk7    ] {
  202. ai_walk(5);
  203. if (random() < 0.1)
  204.     sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
  205. };
  206. void() ogre_walk7    =[    $walk7,        ogre_walk8    ] {ai_walk(3);};
  207. void() ogre_walk8    =[    $walk8,        ogre_walk9    ] {ai_walk(2);};
  208. void() ogre_walk9    =[    $walk9,        ogre_walk10    ] {ai_walk(3);};
  209. void() ogre_walk10    =[    $walk10,    ogre_walk11    ] {ai_walk(1);};
  210. void() ogre_walk11    =[    $walk11,    ogre_walk12    ] {ai_walk(2);};
  211. void() ogre_walk12    =[    $walk12,    ogre_walk13    ] {ai_walk(3);};
  212. void() ogre_walk13    =[    $walk13,    ogre_walk14    ] {ai_walk(3);};
  213. void() ogre_walk14    =[    $walk14,    ogre_walk15    ] {ai_walk(3);};
  214. void() ogre_walk15    =[    $walk15,    ogre_walk16    ] {ai_walk(3);};
  215. void() ogre_walk16    =[    $walk16,    ogre_walk1    ] {ai_walk(4);};
  216.  
  217. void() ogre_run1    =[    $run1,        ogre_run2    ] {ai_run(9);
  218. if (random() < 0.2)
  219.     sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
  220. };
  221. void() ogre_run2    =[    $run2,        ogre_run3    ] {ai_run(12);};
  222. void() ogre_run3    =[    $run3,        ogre_run4    ] {ai_run(8);};
  223. void() ogre_run4    =[    $run4,        ogre_run5    ] {ai_run(22);};
  224. void() ogre_run5    =[    $run5,        ogre_run6    ] {ai_run(16);};
  225. void() ogre_run6    =[    $run6,        ogre_run7    ] {ai_run(4);};
  226. void() ogre_run7    =[    $run7,        ogre_run8    ] {ai_run(13);};
  227. void() ogre_run8    =[    $run8,        ogre_run1    ] {ai_run(24);};
  228.  
  229. void() ogre_swing1    =[    $swing1,        ogre_swing2    ] {ai_charge(11);
  230. sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
  231. };
  232. void() ogre_swing2    =[    $swing2,        ogre_swing3    ] {ai_charge(1);};
  233. void() ogre_swing3    =[    $swing3,        ogre_swing4    ] {ai_charge(4);};
  234. void() ogre_swing4    =[    $swing4,        ogre_swing5    ] {ai_charge(13);};
  235. void() ogre_swing5    =[    $swing5,        ogre_swing6    ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;};
  236. void() ogre_swing6    =[    $swing6,        ogre_swing7    ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;};
  237. void() ogre_swing7    =[    $swing7,        ogre_swing8    ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  238. void() ogre_swing8    =[    $swing8,        ogre_swing9    ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  239. void() ogre_swing9    =[    $swing9,        ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  240. void() ogre_swing10    =[    $swing10,        ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;};
  241. void() ogre_swing11    =[    $swing11,        ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  242. void() ogre_swing12    =[    $swing12,        ogre_swing13 ] {ai_charge(3);};
  243. void() ogre_swing13    =[    $swing13,        ogre_swing14 ] {ai_charge(8);};
  244. void() ogre_swing14    =[    $swing14,        ogre_run1    ] {ai_charge(9);};
  245.  
  246. void() ogre_smash1    =[    $smash1,        ogre_smash2    ] {ai_charge(6);
  247. sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
  248. };
  249. void() ogre_smash2    =[    $smash2,        ogre_smash3    ] {ai_charge(0);};
  250. void() ogre_smash3    =[    $smash3,        ogre_smash4    ] {ai_charge(0);};
  251. void() ogre_smash4    =[    $smash4,        ogre_smash5    ] {ai_charge(1);};
  252. void() ogre_smash5    =[    $smash5,        ogre_smash6    ] {ai_charge(4);};
  253. void() ogre_smash6    =[    $smash6,        ogre_smash7    ] {ai_charge(4); chainsaw(0);};
  254. void() ogre_smash7    =[    $smash7,        ogre_smash8    ] {ai_charge(4); chainsaw(0);};
  255. void() ogre_smash8    =[    $smash8,        ogre_smash9    ] {ai_charge(10); chainsaw(0);};
  256. void() ogre_smash9    =[    $smash9,        ogre_smash10 ] {ai_charge(13); chainsaw(0);};
  257. void() ogre_smash10    =[    $smash10,        ogre_smash11 ] {chainsaw(1);};
  258. void() ogre_smash11    =[    $smash11,        ogre_smash12 ] {ai_charge(2); chainsaw(0);
  259. self.nextthink = self.nextthink + random()*0.2;};    // slight variation
  260. void() ogre_smash12    =[    $smash12,        ogre_smash13 ] {ai_charge();};
  261. void() ogre_smash13    =[    $smash13,        ogre_smash14 ] {ai_charge(4);};
  262. void() ogre_smash14    =[    $smash14,        ogre_run1    ] {ai_charge(12);};
  263.  
  264. void() ogre_nail1    =[    $shoot1,        ogre_nail2    ] {ai_face();};
  265. void() ogre_nail2    =[    $shoot2,        ogre_nail3    ] {ai_face();};
  266. void() ogre_nail3    =[    $shoot2,        ogre_nail4    ] {ai_face();};
  267. void() ogre_nail4    =[    $shoot3,        ogre_nail5    ] {ai_face();OgreFireGrenade();};
  268. void() ogre_nail5    =[    $shoot4,        ogre_nail6    ] {ai_face();};
  269. void() ogre_nail6    =[    $shoot5,        ogre_nail7    ] {ai_face();};
  270. void() ogre_nail7    =[    $shoot6,        ogre_run1    ] {ai_face();};
  271.  
  272. void()    ogre_pain1    =[    $pain1,        ogre_pain2    ] {};
  273. void()    ogre_pain2    =[    $pain2,        ogre_pain3    ] {};
  274. void()    ogre_pain3    =[    $pain3,        ogre_pain4    ] {};
  275. void()    ogre_pain4    =[    $pain4,        ogre_pain5    ] {};
  276. void()    ogre_pain5    =[    $pain5,        ogre_run1    ] {};
  277.  
  278.  
  279. void()    ogre_painb1    =[    $painb1,    ogre_painb2    ] {};
  280. void()    ogre_painb2    =[    $painb2,    ogre_painb3    ] {};
  281. void()    ogre_painb3    =[    $painb3,    ogre_run1    ] {};
  282.  
  283.  
  284. void()    ogre_painc1    =[    $painc1,    ogre_painc2    ] {};
  285. void()    ogre_painc2    =[    $painc2,    ogre_painc3    ] {};
  286. void()    ogre_painc3    =[    $painc3,    ogre_painc4    ] {};
  287. void()    ogre_painc4    =[    $painc4,    ogre_painc5    ] {};
  288. void()    ogre_painc5    =[    $painc5,    ogre_painc6    ] {};
  289. void()    ogre_painc6    =[    $painc6,    ogre_run1    ] {};
  290.  
  291.  
  292. void()    ogre_paind1    =[    $paind1,    ogre_paind2    ] {};
  293. void()    ogre_paind2    =[    $paind2,    ogre_paind3    ] {ai_pain(10);};
  294. void()    ogre_paind3    =[    $paind3,    ogre_paind4    ] {ai_pain(9);};
  295. void()    ogre_paind4    =[    $paind4,    ogre_paind5    ] {ai_pain(4);};
  296. void()    ogre_paind5    =[    $paind5,    ogre_paind6    ] {};
  297. void()    ogre_paind6    =[    $paind6,    ogre_paind7    ] {};
  298. void()    ogre_paind7    =[    $paind7,    ogre_paind8    ] {};
  299. void()    ogre_paind8    =[    $paind8,    ogre_paind9    ] {};
  300. void()    ogre_paind9    =[    $paind9,    ogre_paind10    ] {};
  301. void()    ogre_paind10=[    $paind10,    ogre_paind11    ] {};
  302. void()    ogre_paind11=[    $paind11,    ogre_paind12    ] {};
  303. void()    ogre_paind12=[    $paind12,    ogre_paind13    ] {};
  304. void()    ogre_paind13=[    $paind13,    ogre_paind14    ] {};
  305. void()    ogre_paind14=[    $paind14,    ogre_paind15    ] {};
  306. void()    ogre_paind15=[    $paind15,    ogre_paind16    ] {};
  307. void()    ogre_paind16=[    $paind16,    ogre_run1    ] {};
  308.  
  309. void()    ogre_paine1    =[    $paine1,    ogre_paine2    ] {};
  310. void()    ogre_paine2    =[    $paine2,    ogre_paine3    ] {ai_pain(10);};
  311. void()    ogre_paine3    =[    $paine3,    ogre_paine4    ] {ai_pain(9);};
  312. void()    ogre_paine4    =[    $paine4,    ogre_paine5    ] {ai_pain(4);};
  313. void()    ogre_paine5    =[    $paine5,    ogre_paine6    ] {};
  314. void()    ogre_paine6    =[    $paine6,    ogre_paine7    ] {};
  315. void()    ogre_paine7    =[    $paine7,    ogre_paine8    ] {};
  316. void()    ogre_paine8    =[    $paine8,    ogre_paine9    ] {};
  317. void()    ogre_paine9    =[    $paine9,    ogre_paine10    ] {};
  318. void()    ogre_paine10=[    $paine10,    ogre_paine11    ] {};
  319. void()    ogre_paine11=[    $paine11,    ogre_paine12    ] {};
  320. void()    ogre_paine12=[    $paine12,    ogre_paine13    ] {};
  321. void()    ogre_paine13=[    $paine13,    ogre_paine14    ] {};
  322. void()    ogre_paine14=[    $paine14,    ogre_paine15    ] {};
  323. void()    ogre_paine15=[    $paine15,    ogre_run1    ] {};
  324.  
  325.  
  326. void(entity attacker, float damage)    ogre_pain =
  327. {
  328.     local float    r;
  329.  
  330. // don't make multiple pain sounds right after each other
  331.     if (self.pain_finished > time)
  332.         return;
  333.  
  334.     sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);        
  335.  
  336.     r = random();
  337.     
  338.     if (r < 0.25)
  339.     {
  340.         ogre_pain1 ();
  341.         self.pain_finished = time + 1;
  342.     }
  343.     else if (r < 0.5)
  344.     {
  345.         ogre_painb1 ();
  346.         self.pain_finished = time + 1;
  347.     }
  348.     else if (r < 0.75)
  349.     {
  350.         ogre_painc1 ();
  351.         self.pain_finished = time + 1;
  352.     }
  353.     else if (r < 0.88)
  354.     {
  355.         ogre_paind1 ();
  356.         self.pain_finished = time + 2;
  357.     }
  358.     else
  359.     {
  360.         ogre_paine1 ();
  361.         self.pain_finished = time + 2;
  362.     }
  363. };
  364.  
  365. void()    ogre_die1    =[    $death1,    ogre_die2    ] {};
  366. void()    ogre_die2    =[    $death2,    ogre_die3    ] {};
  367. void()    ogre_die3    =[    $death3,    ogre_die4    ]
  368. {self.solid = SOLID_NOT;
  369. self.ammo_rockets = 2;DropBackpack();};
  370. void()    ogre_die4    =[    $death4,    ogre_die5    ] {};
  371. void()    ogre_die5    =[    $death5,    ogre_die6    ] {};
  372. void()    ogre_die6    =[    $death6,    ogre_die7    ] {};
  373. void()    ogre_die7    =[    $death7,    ogre_die8    ] {};
  374. void()    ogre_die8    =[    $death8,    ogre_die9    ] {};
  375. void()    ogre_die9    =[    $death9,    ogre_die10    ] {};
  376. void()    ogre_die10    =[    $death10,    ogre_die11    ] {};
  377. void()    ogre_die11    =[    $death11,    ogre_die12    ] {};
  378. void()    ogre_die12    =[    $death12,    ogre_die13    ] {};
  379. void()    ogre_die13    =[    $death13,    ogre_die14    ] {};
  380. void()    ogre_die14    =[    $death14,    ogre_die14    ] {};
  381.  
  382. void()    ogre_bdie1    =[    $bdeath1,    ogre_bdie2    ] {};
  383. void()    ogre_bdie2    =[    $bdeath2,    ogre_bdie3    ] {ai_forward(5);};
  384. void()    ogre_bdie3    =[    $bdeath3,    ogre_bdie4    ]
  385. {self.solid = SOLID_NOT;
  386. self.ammo_rockets = 2;DropBackpack();};
  387. void()    ogre_bdie4    =[    $bdeath4,    ogre_bdie5    ] {ai_forward(1);};
  388. void()    ogre_bdie5    =[    $bdeath5,    ogre_bdie6    ] {ai_forward(3);};
  389. void()    ogre_bdie6    =[    $bdeath6,    ogre_bdie7    ] {ai_forward(7);};
  390. void()    ogre_bdie7    =[    $bdeath7,    ogre_bdie8    ] {ai_forward(25);};
  391. void()    ogre_bdie8    =[    $bdeath8,    ogre_bdie9    ] {};
  392. void()    ogre_bdie9    =[    $bdeath9,    ogre_bdie10    ] {};
  393. void()    ogre_bdie10    =[    $bdeath10,    ogre_bdie10    ] {};
  394.  
  395. void() ogre_die =
  396. {
  397. // check for gib
  398.     if (self.health < -80)
  399.     {
  400.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  401.         ThrowHead ("progs/h_ogre.mdl", self.health);
  402.         ThrowGib ("progs/gib3.mdl", self.health);
  403.         ThrowGib ("progs/gib3.mdl", self.health);
  404.         ThrowGib ("progs/gib3.mdl", self.health);
  405.         return;
  406.     }
  407.  
  408.     sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
  409.     
  410.     if (random() < 0.5)
  411.         ogre_die1 ();
  412.     else
  413.         ogre_bdie1 ();
  414. };
  415.  
  416. void() ogre_melee =
  417. {
  418.     if (random() > 0.5)
  419.         ogre_smash1 ();
  420.     else
  421.         ogre_swing1 ();
  422. };
  423.  
  424.  
  425. /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
  426.  
  427. */
  428. void() monster_ogre =
  429. {
  430.     if (deathmatch)
  431.     {
  432.         remove(self);
  433.         return;
  434.     }
  435.     precache_model ("progs/ogre.mdl");
  436.     precache_model ("progs/h_ogre.mdl");
  437.     precache_model ("progs/grenade.mdl");
  438.  
  439.     precache_sound ("ogre/ogdrag.wav");
  440.     precache_sound ("ogre/ogdth.wav");
  441.     precache_sound ("ogre/ogidle.wav");
  442.     precache_sound ("ogre/ogidle2.wav");
  443.     precache_sound ("ogre/ogpain1.wav");
  444.     precache_sound ("ogre/ogsawatk.wav");
  445.     precache_sound ("ogre/ogwake.wav");
  446.  
  447.     self.solid = SOLID_SLIDEBOX;
  448.     self.movetype = MOVETYPE_STEP;
  449.  
  450.     setmodel (self, "progs/ogre.mdl");
  451.  
  452.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  453.     self.health = 200;
  454.  
  455.     self.th_stand = ogre_stand1;
  456.     self.th_walk = ogre_walk1;
  457.     self.th_run = ogre_run1;
  458.     self.th_die = ogre_die;
  459.     self.th_melee = ogre_melee;
  460.     self.th_missile = ogre_nail1;
  461.     self.th_pain = ogre_pain;
  462.     
  463.     walkmonster_start();
  464. };
  465.  
  466. void() monster_ogre_marksman =
  467. {
  468.     monster_ogre ();
  469. };
  470.  
  471.  
  472.