float autocvar_g_monster_ogre_attack_uzi_bullets;
// animations
-#define ogre_anim_stand 0
+#define ogre_anim_idle 0
#define ogre_anim_walk 1
#define ogre_anim_run 2
-#define ogre_anim_swing 3
-#define ogre_anim_smash 4
-#define ogre_anim_shoot 5
-#define ogre_anim_pain1 6
-#define ogre_anim_pain2 7
-#define ogre_anim_pain3 8
-#define ogre_anim_pain4 9
-#define ogre_anim_pain5 10
-#define ogre_anim_death1 11
-#define ogre_anim_death2 12
-#define ogre_anim_pull 13
+#define ogre_anim_pain 3
+#define ogre_anim_swing 4
+#define ogre_anim_die 5
void chainsaw (float side)
{
if(self.delay != -1)
self.nextthink = self.delay;
- monster_move(autocvar_g_monster_ogre_speed_run, autocvar_g_monster_ogre_speed_walk, 300, ogre_anim_run, ogre_anim_walk, ogre_anim_stand);
+ monster_move(autocvar_g_monster_ogre_speed_run, autocvar_g_monster_ogre_speed_walk, 300, ogre_anim_run, ogre_anim_walk, ogre_anim_idle);
}
.float ogre_cycles;
void ogre_uzi ()
{
- self.frame = ogre_anim_shoot;
+ self.frame = ogre_anim_pain;
self.attack_finished_single = time + 0.8;
self.delay = time + 0.1;
self.monster_delayedattack = ogre_uzi_fire;
void ogre_gl ()
{
W_Grenade_Attack2();
- self.frame = ogre_anim_shoot;
+ self.frame = ogre_anim_pain;
self.attack_finished_single = time + 0.8;
}
self.nextthink = time + 2.1;
self.movetype = MOVETYPE_TOSS;
self.think = Monster_Fade;
-
- if (random() < 0.5)
- self.frame = ogre_anim_death1;
- else
- self.frame = ogre_anim_death2;
+ self.frame = ogre_anim_die;
monster_hook_death(); // for post-death mods
}
self.classname = "monster_ogre";
self.checkattack = GenericCheckAttack;
self.attack_melee = ogre_melee;
- self.frame = ogre_anim_pull;
+ self.frame = ogre_anim_idle;
self.attack_ranged = ogre_missile;
- self.nextthink = time + 1;
+ self.nextthink = time + 0.1;
self.think = ogre_think;
self.sprite_height = 40;
self.weapon = WEP_GRENADE_LAUNCHER;
if not (monster_initialize(
"Ogre",
- "models/monsters/ogre.mdl",
+ "models/monsters/ogre.dpm",
OGRE_MIN, OGRE_MAX,
FALSE,
ogre_die, ogre_spawn))