+++ /dev/null
-/*
-Generated framegroups file for Dragon
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 101 30 1 // dragon idle
-102 101 30 1 // dragon glide
-203 101 30 1 // dragon fly
-304 26 30 0 // dragon pain1
-330 26 30 0 // dragon pain2
-356 51 30 0 // dragon melee
-407 51 30 0 // dragon fireball
-458 101 30 1 // dragon dying
-559 26 30 0 // dragon dead
--- /dev/null
+/*
+Generated framegroups file for wyvern
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 101 30 1 // wyvern idle
+102 101 30 1 // wyvern glide
+203 101 30 1 // wyvern fly
+304 26 30 0 // wyvern pain1
+330 26 30 0 // wyvern pain2
+356 51 30 0 // wyvern melee
+407 51 30 0 // wyvern fireball
+458 101 30 1 // wyvern dying
+559 26 30 0 // wyvern dead
set g_monster_wyvern_speed_stop 300
set g_monster_wyvern_speed_walk 120
// }}}
-// {{{ #5: Shambler
+// {{{ #5: Golem
set g_monster_golem_attack_claw_damage 60
set g_monster_golem_attack_lightning_damage 25
set g_monster_golem_attack_lightning_damage_zap 15
HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
float autocvar_g_monster_golem_speed_run;
float autocvar_g_monster_golem_speed_walk;
-/*
-const float golem_anim_stand = 0;
-const float golem_anim_walk = 1;
-const float golem_anim_run = 2;
-const float golem_anim_smash = 3;
-const float golem_anim_swingr = 4;
-const float golem_anim_swingl = 5;
-const float golem_anim_magic = 6;
-const float golem_anim_pain = 7;
-const float golem_anim_death = 8;
-*/
-
.float golem_lastattack; // delay attacks separately
void M_Golem_Attack_Smash(entity this)
float autocvar_g_monster_mage_speed_run;
float autocvar_g_monster_mage_speed_walk;
-/*
-const float mage_anim_idle = 0;
-const float mage_anim_walk = 1;
-const float mage_anim_attack = 2;
-const float mage_anim_pain = 3;
-const float mage_anim_death = 4;
-const float mage_anim_run = 5;
-*/
-
void M_Mage_Defend_Heal(entity this);
void M_Mage_Defend_Shield(entity this);
float autocvar_g_monster_spider_speed_run;
float autocvar_g_monster_spider_speed_walk;
-/*
-const float spider_anim_idle = 0;
-const float spider_anim_walk = 1;
-const float spider_anim_attack = 2;
-const float spider_anim_attack2 = 3;
-*/
-
void M_Spider_Attack_Web_Explode(entity this)
{
if(this)
float autocvar_g_monster_wyvern_speed_run;
float autocvar_g_monster_wyvern_speed_walk;
-/*
-const float wyvern_anim_hover = 0;
-const float wyvern_anim_fly = 1;
-const float wyvern_anim_magic = 2;
-const float wyvern_anim_pain = 3;
-const float wyvern_anim_death = 4;
-*/
-
void M_Wyvern_Attack_Fireball_Explode(entity this)
{
Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
#include "../all.qh"
#ifdef GAMEQC
-MODEL(MON_WYVERN, M_Model("dragon.dpm"));
+MODEL(MON_WYVERN, M_Model("wyvern.dpm"));
#endif
CLASS(Wyvern, Monster)
float autocvar_g_monster_zombie_speed_run;
float autocvar_g_monster_zombie_speed_walk;
-/*
-const float zombie_anim_attackleap = 0;
-const float zombie_anim_attackrun1 = 1;
-const float zombie_anim_attackrun2 = 2;
-const float zombie_anim_attackrun3 = 3;
-const float zombie_anim_attackstanding1 = 4;
-const float zombie_anim_attackstanding2 = 5;
-const float zombie_anim_attackstanding3 = 6;
-const float zombie_anim_blockend = 7;
-const float zombie_anim_blockstart = 8;
-const float zombie_anim_deathback1 = 9;
-const float zombie_anim_deathback2 = 10;
-const float zombie_anim_deathback3 = 11;
-const float zombie_anim_deathfront1 = 12;
-const float zombie_anim_deathfront2 = 13;
-const float zombie_anim_deathfront3 = 14;
-const float zombie_anim_deathleft1 = 15;
-const float zombie_anim_deathleft2 = 16;
-const float zombie_anim_deathright1 = 17;
-const float zombie_anim_deathright2 = 18;
-const float zombie_anim_idle = 19;
-const float zombie_anim_painback1 = 20;
-const float zombie_anim_painback2 = 21;
-const float zombie_anim_painfront1 = 22;
-const float zombie_anim_painfront2 = 23;
-const float zombie_anim_runbackwards = 24;
-const float zombie_anim_runbackwardsleft = 25;
-const float zombie_anim_runbackwardsright = 26;
-const float zombie_anim_runforward = 27;
-const float zombie_anim_runforwardleft = 28;
-const float zombie_anim_runforwardright = 29;
-const float zombie_anim_spawn = 30;
-*/
-
.vector moveto;
void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)