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Text File  |  1996-07-31  |  15.8 KB  |  496 lines

  1. /*
  2. ==============================================================================
  3.  
  4. OGRE
  5.  
  6. Changes by Asmodeus:
  7. (26/07/96)
  8.  - Solid gibbable corpses
  9.  - Gave these guys limited ammo (6-15 rockets).  When the ammo runs out, they
  10.    try to shoot a rocket, then go chainsawing you.
  11.  - When they die, you get whats left of their ammo in the backpack.
  12.  - They now aim more in your direction (if you're higher or lower than an
  13.    ogre, he'll take that into account).  Still not perfect (if he's right up
  14.    against a wall, he should move back).  They will still shoot at walls if
  15.    you're on a ledge above them, but they'll get closer to you. =)
  16. ==============================================================================
  17. */
  18.  
  19. $cd /raid/quake/id1/models/ogre_c
  20. $origin 0 0 24
  21. $base base        
  22. $skin base
  23.  
  24. $frame    stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
  25.  
  26. $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
  27. $frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
  28.  
  29. $frame run1 run2 run3 run4 run5 run6 run7 run8
  30.  
  31. $frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
  32. $frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
  33.  
  34. $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
  35. $frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
  36.  
  37. $frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
  38.  
  39. $frame pain1 pain2 pain3 pain4 pain5
  40.  
  41. $frame painb1 painb2 painb3
  42.  
  43. $frame painc1 painc2 painc3 painc4 painc5 painc6
  44.  
  45. $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
  46. $frame paind11 paind12 paind13 paind14 paind15 paind16
  47.  
  48. $frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
  49. $frame paine11 paine12 paine13 paine14 paine15
  50.  
  51. $frame death1 death2 death3 death4 death5 death6
  52. $frame death7 death8 death9 death10 death11 death12
  53. $frame death13 death14
  54.  
  55. $frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
  56. $frame bdeath7 bdeath8 bdeath9 bdeath10
  57.  
  58. $frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
  59.  
  60. //=============================================================================
  61.  
  62.  
  63. void() OgreGrenadeExplode =
  64. {
  65.     T_RadiusDamage (self, self.owner, 40, world);
  66.     sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
  67.  
  68.     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  69.     WriteByte (MSG_BROADCAST, TE_EXPLOSION);
  70.     WriteCoord (MSG_BROADCAST, self.origin_x);
  71.     WriteCoord (MSG_BROADCAST, self.origin_y);
  72.     WriteCoord (MSG_BROADCAST, self.origin_z);
  73.  
  74.     self.velocity = '0 0 0';
  75.     self.touch = SUB_Null;
  76.     setmodel (self, "progs/s_explod.spr");
  77.     self.solid = SOLID_NOT;
  78.     s_explode1 ();
  79. };
  80.  
  81. void() OgreGrenadeTouch =
  82. {
  83.     if (other == self.owner)
  84.         return;        // don't explode on owner
  85.     if (other.takedamage == DAMAGE_AIM)
  86.     {
  87.         OgreGrenadeExplode();
  88.         return;
  89.     }
  90.     sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);    // bounce sound
  91.     if (self.velocity == '0 0 0')
  92.         self.avelocity = '0 0 0';
  93. };
  94.  
  95. /*
  96. ================
  97. OgreFireGrenade
  98. ================
  99. */
  100. // need the prototype since 'chainsaw()' is defined below and this calls it
  101. // here.
  102. void(float side) chainsaw;
  103.  
  104. void() OgreFireGrenade =
  105. {
  106.     local    entity missile, mpuff;
  107.     local float zchange;
  108.     local string str;
  109.                 
  110.        // no ammo? damn.
  111.        if(self.ammo_rockets <= 0)
  112.        {
  113.         ai_run_melee();        // switch to the chainsaw
  114.         return;
  115.        }
  116.  
  117.        // knock off a rocket
  118.        self.ammo_rockets = self.ammo_rockets - 1;
  119.  
  120.     self.effects = self.effects | EF_MUZZLEFLASH;
  121.  
  122.     sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
  123.  
  124.     missile = spawn ();
  125.     missile.owner = self;
  126.     missile.movetype = MOVETYPE_BOUNCE;
  127.     missile.solid = SOLID_BBOX;
  128.         
  129. // set missile speed    
  130.  
  131.     makevectors (self.angles);
  132.     
  133.     missile.velocity = normalize(self.enemy.origin - self.origin);
  134.     missile.velocity = missile.velocity * 600;
  135.     missile.velocity_z = 200;
  136.  
  137. // here's the hack for z-aiming
  138.     zchange = self.origin_z - self.enemy.origin_z;
  139.     missile.velocity_z = missile.velocity_z - (zchange+10);
  140. // end hack
  141.  
  142.     missile.avelocity = '300 300 300';
  143.  
  144.     missile.angles = vectoangles(missile.velocity);
  145.         
  146.     missile.touch = OgreGrenadeTouch;
  147.     
  148. // set missile duration
  149.     missile.nextthink = time + 2.5;
  150.     missile.think = OgreGrenadeExplode;
  151.  
  152.     setmodel (missile, "progs/grenade.mdl");
  153.     setsize (missile, '0 0 0', '0 0 0');        
  154.     setorigin (missile, self.origin);
  155. };
  156.  
  157.  
  158. //=============================================================================
  159.  
  160. /*
  161. ================
  162. chainsaw
  163.  
  164. FIXME
  165. ================
  166. */
  167. void(float side) chainsaw =
  168. {
  169. local vector    delta;
  170. local float     ldmg;
  171.  
  172.     if (!self.enemy)
  173.         return;
  174.     if (!CanDamage (self.enemy, self))
  175.         return;
  176.  
  177.     ai_charge(10);
  178.  
  179.     delta = self.enemy.origin - self.origin;
  180.  
  181.     if (vlen(delta) > 100)
  182.         return;
  183.         
  184.     ldmg = (random() + random() + random()) * 4;
  185.     T_Damage (self.enemy, self, self, ldmg);
  186.     
  187.     if (side)
  188.     {
  189.         makevectors (self.angles);
  190.         if (side == 1)
  191.             SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
  192.         else
  193.             SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
  194.     }
  195. };
  196.  
  197.  
  198. void() ogre_stand1    =[    $stand1,    ogre_stand2    ] {ai_stand();};
  199. void() ogre_stand2    =[    $stand2,    ogre_stand3    ] {ai_stand();};
  200. void() ogre_stand3    =[    $stand3,    ogre_stand4    ] {ai_stand();};
  201. void() ogre_stand4    =[    $stand4,    ogre_stand5    ] {ai_stand();};
  202. void() ogre_stand5    =[    $stand5,    ogre_stand6    ] {
  203. if (random() < 0.2)
  204.     sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
  205. ai_stand();
  206. };
  207. void() ogre_stand6    =[    $stand6,    ogre_stand7    ] {ai_stand();};
  208. void() ogre_stand7    =[    $stand7,    ogre_stand8    ] {ai_stand();};
  209. void() ogre_stand8    =[    $stand8,    ogre_stand9    ] {ai_stand();};
  210. void() ogre_stand9    =[    $stand9,    ogre_stand1    ] {ai_stand();};
  211.  
  212. void() ogre_walk1    =[    $walk1,        ogre_walk2    ] {ai_walk(3);};
  213. void() ogre_walk2    =[    $walk2,        ogre_walk3    ] {ai_walk(2);};
  214. void() ogre_walk3    =[    $walk3,        ogre_walk4    ] {
  215. ai_walk(2);
  216. if (random() < 0.2)
  217.     sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
  218. };
  219. void() ogre_walk4    =[    $walk4,        ogre_walk5    ] {ai_walk(2);};
  220. void() ogre_walk5    =[    $walk5,        ogre_walk6    ] {ai_walk(2);};
  221. void() ogre_walk6    =[    $walk6,        ogre_walk7    ] {
  222. ai_walk(5);
  223. if (random() < 0.1)
  224.     sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
  225. };
  226. void() ogre_walk7    =[    $walk7,        ogre_walk8    ] {ai_walk(3);};
  227. void() ogre_walk8    =[    $walk8,        ogre_walk9    ] {ai_walk(2);};
  228. void() ogre_walk9    =[    $walk9,        ogre_walk10    ] {ai_walk(3);};
  229. void() ogre_walk10    =[    $walk10,    ogre_walk11    ] {ai_walk(1);};
  230. void() ogre_walk11    =[    $walk11,    ogre_walk12    ] {ai_walk(2);};
  231. void() ogre_walk12    =[    $walk12,    ogre_walk13    ] {ai_walk(3);};
  232. void() ogre_walk13    =[    $walk13,    ogre_walk14    ] {ai_walk(3);};
  233. void() ogre_walk14    =[    $walk14,    ogre_walk15    ] {ai_walk(3);};
  234. void() ogre_walk15    =[    $walk15,    ogre_walk16    ] {ai_walk(3);};
  235. void() ogre_walk16    =[    $walk16,    ogre_walk1    ] {ai_walk(4);};
  236.  
  237. void() ogre_run1    =[    $run1,        ogre_run2    ] {ai_run(9);
  238. if (random() < 0.2)
  239.     sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
  240. };
  241. void() ogre_run2    =[    $run2,        ogre_run3    ] {ai_run(12);};
  242. void() ogre_run3    =[    $run3,        ogre_run4    ] {ai_run(8);};
  243. void() ogre_run4    =[    $run4,        ogre_run5    ] {ai_run(22);};
  244. void() ogre_run5    =[    $run5,        ogre_run6    ] {ai_run(16);};
  245. void() ogre_run6    =[    $run6,        ogre_run7    ] {ai_run(4);};
  246. void() ogre_run7    =[    $run7,        ogre_run8    ] {ai_run(13);};
  247. void() ogre_run8    =[    $run8,        ogre_run1    ] {ai_run(24);};
  248.  
  249. void() ogre_swing1    =[    $swing1,        ogre_swing2    ] {ai_charge(11);
  250. sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
  251. };
  252. void() ogre_swing2    =[    $swing2,        ogre_swing3    ] {ai_charge(1);};
  253. void() ogre_swing3    =[    $swing3,        ogre_swing4    ] {ai_charge(4);};
  254. void() ogre_swing4    =[    $swing4,        ogre_swing5    ] {ai_charge(13);};
  255. void() ogre_swing5    =[    $swing5,        ogre_swing6    ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;};
  256. void() ogre_swing6    =[    $swing6,        ogre_swing7    ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;};
  257. void() ogre_swing7    =[    $swing7,        ogre_swing8    ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  258. void() ogre_swing8    =[    $swing8,        ogre_swing9    ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  259. void() ogre_swing9    =[    $swing9,        ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  260. void() ogre_swing10    =[    $swing10,        ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;};
  261. void() ogre_swing11    =[    $swing11,        ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;};
  262. void() ogre_swing12    =[    $swing12,        ogre_swing13 ] {ai_charge(3);};
  263. void() ogre_swing13    =[    $swing13,        ogre_swing14 ] {ai_charge(8);};
  264. void() ogre_swing14    =[    $swing14,        ogre_run1    ] {ai_charge(9);};
  265.  
  266. void() ogre_smash1    =[    $smash1,        ogre_smash2    ] {ai_charge(6);
  267. sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
  268. };
  269. void() ogre_smash2    =[    $smash2,        ogre_smash3    ] {ai_charge(0);};
  270. void() ogre_smash3    =[    $smash3,        ogre_smash4    ] {ai_charge(0);};
  271. void() ogre_smash4    =[    $smash4,        ogre_smash5    ] {ai_charge(1);};
  272. void() ogre_smash5    =[    $smash5,        ogre_smash6    ] {ai_charge(4);};
  273. void() ogre_smash6    =[    $smash6,        ogre_smash7    ] {ai_charge(4); chainsaw(0);};
  274. void() ogre_smash7    =[    $smash7,        ogre_smash8    ] {ai_charge(4); chainsaw(0);};
  275. void() ogre_smash8    =[    $smash8,        ogre_smash9    ] {ai_charge(10); chainsaw(0);};
  276. void() ogre_smash9    =[    $smash9,        ogre_smash10 ] {ai_charge(13); chainsaw(0);};
  277. void() ogre_smash10    =[    $smash10,        ogre_smash11 ] {chainsaw(1);};
  278. void() ogre_smash11    =[    $smash11,        ogre_smash12 ] {ai_charge(2); chainsaw(0);
  279. self.nextthink = self.nextthink + random()*0.2;};    // slight variation
  280. void() ogre_smash12    =[    $smash12,        ogre_smash13 ] {ai_charge();};
  281. void() ogre_smash13    =[    $smash13,        ogre_smash14 ] {ai_charge(4);};
  282. void() ogre_smash14    =[    $smash14,        ogre_run1    ] {ai_charge(12);};
  283.  
  284. void() ogre_nail1    =[    $shoot1,        ogre_nail2    ] {ai_face();};
  285. void() ogre_nail2    =[    $shoot2,        ogre_nail3    ] {ai_face();};
  286. void() ogre_nail3    =[    $shoot2,        ogre_nail4    ] {ai_face();};
  287. void() ogre_nail4    =[    $shoot3,        ogre_nail5    ] {ai_face();OgreFireGrenade();};
  288. void() ogre_nail5    =[    $shoot4,        ogre_nail6    ] {ai_face();};
  289. void() ogre_nail6    =[    $shoot5,        ogre_nail7    ] {ai_face();};
  290. void() ogre_nail7    =[    $shoot6,        ogre_run1    ] {ai_face();};
  291.  
  292. void()    ogre_pain1    =[    $pain1,        ogre_pain2    ] {};
  293. void()    ogre_pain2    =[    $pain2,        ogre_pain3    ] {};
  294. void()    ogre_pain3    =[    $pain3,        ogre_pain4    ] {};
  295. void()    ogre_pain4    =[    $pain4,        ogre_pain5    ] {};
  296. void()    ogre_pain5    =[    $pain5,        ogre_run1    ] {};
  297.  
  298.  
  299. void()    ogre_painb1    =[    $painb1,    ogre_painb2    ] {};
  300. void()    ogre_painb2    =[    $painb2,    ogre_painb3    ] {};
  301. void()    ogre_painb3    =[    $painb3,    ogre_run1    ] {};
  302.  
  303.  
  304. void()    ogre_painc1    =[    $painc1,    ogre_painc2    ] {};
  305. void()    ogre_painc2    =[    $painc2,    ogre_painc3    ] {};
  306. void()    ogre_painc3    =[    $painc3,    ogre_painc4    ] {};
  307. void()    ogre_painc4    =[    $painc4,    ogre_painc5    ] {};
  308. void()    ogre_painc5    =[    $painc5,    ogre_painc6    ] {};
  309. void()    ogre_painc6    =[    $painc6,    ogre_run1    ] {};
  310.  
  311.  
  312. void()    ogre_paind1    =[    $paind1,    ogre_paind2    ] {};
  313. void()    ogre_paind2    =[    $paind2,    ogre_paind3    ] {ai_pain(10);};
  314. void()    ogre_paind3    =[    $paind3,    ogre_paind4    ] {ai_pain(9);};
  315. void()    ogre_paind4    =[    $paind4,    ogre_paind5    ] {ai_pain(4);};
  316. void()    ogre_paind5    =[    $paind5,    ogre_paind6    ] {};
  317. void()    ogre_paind6    =[    $paind6,    ogre_paind7    ] {};
  318. void()    ogre_paind7    =[    $paind7,    ogre_paind8    ] {};
  319. void()    ogre_paind8    =[    $paind8,    ogre_paind9    ] {};
  320. void()    ogre_paind9    =[    $paind9,    ogre_paind10    ] {};
  321. void()    ogre_paind10=[    $paind10,    ogre_paind11    ] {};
  322. void()    ogre_paind11=[    $paind11,    ogre_paind12    ] {};
  323. void()    ogre_paind12=[    $paind12,    ogre_paind13    ] {};
  324. void()    ogre_paind13=[    $paind13,    ogre_paind14    ] {};
  325. void()    ogre_paind14=[    $paind14,    ogre_paind15    ] {};
  326. void()    ogre_paind15=[    $paind15,    ogre_paind16    ] {};
  327. void()    ogre_paind16=[    $paind16,    ogre_run1    ] {};
  328.  
  329. void()    ogre_paine1    =[    $paine1,    ogre_paine2    ] {};
  330. void()    ogre_paine2    =[    $paine2,    ogre_paine3    ] {ai_pain(10);};
  331. void()    ogre_paine3    =[    $paine3,    ogre_paine4    ] {ai_pain(9);};
  332. void()    ogre_paine4    =[    $paine4,    ogre_paine5    ] {ai_pain(4);};
  333. void()    ogre_paine5    =[    $paine5,    ogre_paine6    ] {};
  334. void()    ogre_paine6    =[    $paine6,    ogre_paine7    ] {};
  335. void()    ogre_paine7    =[    $paine7,    ogre_paine8    ] {};
  336. void()    ogre_paine8    =[    $paine8,    ogre_paine9    ] {};
  337. void()    ogre_paine9    =[    $paine9,    ogre_paine10    ] {};
  338. void()    ogre_paine10=[    $paine10,    ogre_paine11    ] {};
  339. void()    ogre_paine11=[    $paine11,    ogre_paine12    ] {};
  340. void()    ogre_paine12=[    $paine12,    ogre_paine13    ] {};
  341. void()    ogre_paine13=[    $paine13,    ogre_paine14    ] {};
  342. void()    ogre_paine14=[    $paine14,    ogre_paine15    ] {};
  343. void()    ogre_paine15=[    $paine15,    ogre_run1    ] {};
  344.  
  345.  
  346. void(entity attacker, float damage)    ogre_pain =
  347. {
  348.     local float    r;
  349.  
  350. // don't make multiple pain sounds right after each other
  351.     if (self.pain_finished > time)
  352.         return;
  353.  
  354.     sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);        
  355.  
  356.     r = random();
  357.     
  358.     if (r < 0.25)
  359.     {
  360.         ogre_pain1 ();
  361.         self.pain_finished = time + 1;
  362.     }
  363.     else if (r < 0.5)
  364.     {
  365.         ogre_painb1 ();
  366.         self.pain_finished = time + 1;
  367.     }
  368.     else if (r < 0.75)
  369.     {
  370.         ogre_painc1 ();
  371.         self.pain_finished = time + 1;
  372.     }
  373.     else if (r < 0.88)
  374.     {
  375.         ogre_paind1 ();
  376.         self.pain_finished = time + 2;
  377.     }
  378.     else
  379.     {
  380.         ogre_paine1 ();
  381.         self.pain_finished = time + 2;
  382.     }
  383. };
  384.  
  385. void()    ogre_die1    =[    $death1,    ogre_die2    ] {};
  386. void()    ogre_die2    =[    $death2,    ogre_die3    ] {};
  387. void()    ogre_die3    =[    $death3,    ogre_die4    ]
  388. {DropBackpack();};
  389. void()    ogre_die4    =[    $death4,    ogre_die5    ] {};
  390. void()    ogre_die5    =[    $death5,    ogre_die6    ] {};
  391. void()    ogre_die6    =[    $death6,    ogre_die7    ] {};
  392. void()    ogre_die7    =[    $death7,    ogre_die8    ] {};
  393. void()    ogre_die8    =[    $death8,    ogre_die9    ] {};
  394. void()    ogre_die9    =[    $death9,    ogre_die10    ] {};
  395. void()    ogre_die10    =[    $death10,    ogre_die11    ] {};
  396. void()    ogre_die11    =[    $death11,    ogre_die12    ] {};
  397. void()    ogre_die12    =[    $death12,    ogre_die13    ] {};
  398. void()    ogre_die13    =[    $death13,    ogre_die14    ] {};
  399. void()    ogre_die14    =[    $death14,    ogre_die14    ] {};
  400.  
  401. void()    ogre_bdie1    =[    $bdeath1,    ogre_bdie2    ] {};
  402. void()    ogre_bdie2    =[    $bdeath2,    ogre_bdie3    ] {ai_forward(5);};
  403. void()    ogre_bdie3    =[    $bdeath3,    ogre_bdie4    ]
  404. {DropBackpack();};
  405. void()    ogre_bdie4    =[    $bdeath4,    ogre_bdie5    ] {ai_forward(1);};
  406. void()    ogre_bdie5    =[    $bdeath5,    ogre_bdie6    ] {ai_forward(3);};
  407. void()    ogre_bdie6    =[    $bdeath6,    ogre_bdie7    ] {ai_forward(7);};
  408. void()    ogre_bdie7    =[    $bdeath7,    ogre_bdie8    ] {ai_forward(25);};
  409. void()    ogre_bdie8    =[    $bdeath8,    ogre_bdie9    ] {};
  410. void()    ogre_bdie9    =[    $bdeath9,    ogre_bdie10    ] {};
  411. void()    ogre_bdie10    =[    $bdeath10,    ogre_bdie10    ] {};
  412.  
  413. void() ogre_die =
  414. {
  415.     local string stryng;
  416.     
  417. // check for gib
  418.     if (self.health < -80)
  419.     {
  420.      self.netname = "progs/h_guard.mdl";
  421.      CorpseDie();
  422.      return;
  423.     }
  424.  
  425.     sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
  426.     
  427.     if (random() < 0.5)
  428.         ogre_die1 ();
  429.     else
  430.         ogre_bdie1 ();
  431.  
  432.     MakeSolidCorpse("progs/h_ogre.mdl");
  433. };
  434.  
  435. void() ogre_melee =
  436. {
  437.     if (random() > 0.5)
  438.         ogre_smash1 ();
  439.     else
  440.         ogre_swing1 ();
  441. };
  442.  
  443. /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
  444.  
  445. */
  446. void() monster_ogre =
  447. {
  448.  local float extra_rockets;
  449.  local float temp;
  450.   
  451.     if (deathmatch)
  452.     {
  453.         remove(self);
  454.         return;
  455.     }
  456.     precache_model ("progs/ogre.mdl");
  457.     precache_model ("progs/h_ogre.mdl");
  458.     precache_model ("progs/grenade.mdl");
  459.  
  460.     precache_sound ("ogre/ogdrag.wav");
  461.     precache_sound ("ogre/ogdth.wav");
  462.     precache_sound ("ogre/ogidle.wav");
  463.     precache_sound ("ogre/ogidle2.wav");
  464.     precache_sound ("ogre/ogpain1.wav");
  465.     precache_sound ("ogre/ogsawatk.wav");
  466.     precache_sound ("ogre/ogwake.wav");
  467.  
  468.     self.solid = SOLID_SLIDEBOX;
  469.     self.movetype = MOVETYPE_STEP;
  470.  
  471.     setmodel (self, "progs/ogre.mdl");
  472.  
  473.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  474.     self.health = 200;
  475.  
  476.     // 6-15 rockets (whole num)
  477.     self.ammo_rockets = random() * 10;
  478.     self.ammo_rockets = rint(self.ammo_rockets) + 5;
  479.         
  480.     self.th_stand = ogre_stand1;
  481.     self.th_walk = ogre_walk1;
  482.     self.th_run = ogre_run1;
  483.     self.th_die = ogre_die;
  484.     self.th_melee = ogre_melee;
  485.     self.th_missile = ogre_nail1;
  486.     self.th_pain = ogre_pain;
  487.     walkmonster_start();
  488. };
  489.  
  490. void() monster_ogre_marksman =
  491. {
  492.     monster_ogre ();
  493. };
  494.  
  495.  
  496.