| 7061 on Sun, 21 Oct 2001 23:49:01 +0200 (CEST) | 
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	| [Nettime-bold] sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE);walkmonster_start (); | 
 
Title: sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_I
$cd ug/models/soldier3
$origin 0 -6 24
$base base
        
$skin skin
$frame soldierc
$frame soldierd
/*
 
*/
void() army_fire;
void()   
army_stand1    
=[     
$soldierc,     
army_stand2     ]
{ai_stand();};
void() 
army_stand2    
=[     
$soldierc,     
army_stand3     ]
{ai_stand();};
void() 
army_stand3    
=[     
$soldierc,     
army_stand4     ]
{ai_stand();};
void() 
army_stand4    
=[     
$soldierc,     
army_stand5     ]
{ai_stand();};
void() 
army_stand5    
=[     
$soldierc,     
army_stand6     ]
{ai_stand();};
void() 
army_stand6    
=[     
$soldierc,     
army_stand7     ]
{ai_stand();};
void() 
army_stand7    
=[     
$soldierc,     
army_stand8     ]
{ai_stand();};
void() 
army_stand8    
=[     
$soldierc,     
army_stand1     ]
{ai_stand();};
void() 
army_walk1     
=[     
$soldierc,     
army_walk2      ]
{
if (random() < 0.2)
  sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);
ai_walk(1);};
void() 
army_walk2     
=[     
$soldierc,     
army_walk3      ]
{ai_walk(1);};
void() 
army_walk3     
=[     
$soldierc,     
army_walk4      ]
{ai_walk(1);};
void() 
army_walk4     
=[     
$soldierc,     
army_walk5      ]
{ai_walk(1);};
void() 
army_walk5     
=[     
$soldierc,     
army_walk6      ]
{ai_walk(2);};
void() 
army_walk6     
=[     
$soldierc,     
army_walk7      ]
{ai_walk(3);};
void() 
army_walk7     
=[     
$soldierc,     
army_walk8      ]
{ai_walk(4);};
void() 
army_walk8     
=[     
$soldierc,     
army_walk9      ]
{ai_walk(4);};
void() 
army_walk9     
=[     
$soldierc,     
army_walk10     ]
{ai_walk(2);};
void() 
army_walk10    
=[     
$soldierc,     
army_walk11     ]
{ai_walk(2);};
void() 
army_walk11    
=[     
$soldierc,     
army_walk12     ]
{ai_walk(2);};
void() 
army_walk12    
=[     
$soldierc,     
army_walk13     ]
{ai_walk(1);};
void() 
army_walk13    
=[     
$soldierc,     
army_walk14     ]
{ai_walk(0);};
void() 
army_walk14    
=[     
$soldierc,     
army_walk15     ]
{ai_walk(1);};
void() 
army_walk15    
=[     
$soldierc,     
army_walk16     ]
{ai_walk(1);};
void() 
army_walk16    
=[     
$soldierc,     
army_walk17     ]
{ai_walk(1);};
void() 
army_walk17    
=[     
$soldierc,     
army_walk18     ]
{ai_walk(3);};
void() 
army_walk18    
=[     
$soldierc,     
army_walk19     ]
{ai_walk(3);};
void() 
army_walk19    
=[     
$soldierc,     
army_walk20     ]
{ai_walk(3);};
void() 
army_walk20    
=[     
$soldierc,     
army_walk21     ]
{ai_walk(3);};
void() 
army_walk21    
=[     
$soldierc,     
army_walk22     ]
{ai_walk(2);};
void() 
army_walk22    
=[     
$soldierc,     
army_walk23     ]
{ai_walk(1);};
void() 
army_walk23    
=[     
$soldierc,     
army_walk24     ]
{ai_walk(1);};
void() 
army_walk24    
=[     
$soldierc,     
army_walk1      ]
{ai_walk(1);};
void() 
army_run1      
=[     
$soldierc,     
       
army_run2      
] {
if (random() < 0.2)
  sound (self, CHAN_VOICE,
"soldier/idle.wav", 1, ATTN_IDLE);
ai_run(11);};
void() 
army_run2      
=[     
$soldierc,     
       
army_run3      
] {ai_run(15);};
void() 
army_run3      
=[     
$soldierc,     
       
army_run4      
] {ai_run(10);};
void() 
army_run4      
=[     
$soldierc,     
       
army_run5      
] {ai_run(10);};
void() 
army_run5      
=[     
$soldierc,     
       
army_run6      
] {ai_run(8);};
void()  
army_run6      
=[     
$soldierc,     
       
army_run7      
] {ai_run(15);};
void() 
army_run7      
=[     
$soldierc,     
       
army_run8      
] {ai_run(10);};
void() 
army_run8      
=[     
$soldierc,     
       
army_run1      
] {ai_run(8);};
void()  
army_atk1      
=[     
$soldierc,     
army_atk2      
] {ai_face();};
void()  
army_atk2      
=[     
$soldierc,     
army_atk3      
] {ai_face();};
void()  
army_atk3      
=[     
$soldierc,     
army_atk4      
] {ai_face();};
void()  
army_atk4      
=[     
$soldierc,     
army_atk5      
] {ai_face();};
void()  
army_atk5      
=[     
$soldierc,     
army_atk6      
] {ai_face();army_fire();
};
void()      
army_atk6      
=[     
$soldierc,     
army_atk7      
] {ai_face();};
void()  
army_atk7      
=[     
$soldierc,     
army_atk8      
] {ai_face();SUB_CheckRefire (army_atk1);};
void()      
army_atk8      
=[     
$soldierc,     
army_atk9      
] {ai_face();};
void()  
army_atk9      
=[     
$soldierc,     
army_run1      
] {ai_face();};
void()  
army_pain1     
=[     
$soldierc,     
       
army_pain2      ]
{};
void()    
army_pain2     
=[     
$soldierc,     
       
army_pain3      ]
{};
void()    
army_pain3     
=[     
$soldierc,     
       
army_pain4      ]
{};
void()    
army_pain4     
=[     
$soldierc,     
       
army_pain5      ]
{};
void()    
army_pain5     
=[     
$soldierc,     
       
army_pain6      ]
{};
void()    
army_pain6     
=[     
$soldierc,     
       
army_run1      
] {ai_pain(1);};
void() 
army_painb1    
=[     
$soldierc,     
army_painb2     ] {};
void()    
army_painb2    
=[     
$soldierc,     
army_painb3     ]
{ai_painforward(13);};
void() 
army_painb3    
=[     
$soldierc,     
army_painb4     ]
{ai_painforward(9);};
void()  
army_painb4    
=[     
$soldierc,     
army_painb5     ] {};
void()    
army_painb5    
=[     
$soldierc,     
army_painb6     ] {};
void()    
army_painb6    
=[     
$soldierc,     
army_painb7     ]
{};
void() 
army_painb7    
=[     
$soldierc,     
army_painb8     ] {};
void()    
army_painb8    
=[     
$soldierc,     
army_painb9     ] {};
void()    
army_painb9    
=[     
$soldierc,     
army_painb10] {};
void() army_painb10=[ 
$soldierc,     
army_painb11] {};
void() army_painb11=[ 
$soldierc,     
army_painb12] {};
void() army_painb12=[ 
$soldierc,     
army_painb13] {ai_pain(2);};
void()     
army_painb13=[ 
$soldierc,     
army_painb14] {};
void() army_painb14=[ 
$soldierc,     
army_run1      
] {};
void()    
army_painc1    
=[     
$soldierc,     
army_painc2     ] {};
void()    
army_painc2    
=[     
$soldierc,     
army_painc3     ]
{ai_pain(1);};
void() 
army_painc3    
=[     
$soldierc,     
army_painc4     ] {};
void()    
army_painc4    
=[     
$soldierc,     
army_painc5     ] {};
void()    
army_painc5    
=[     
$soldierc,     
army_painc6     ]
{ai_painforward(1);};
void()  
army_painc6    
=[     
$soldierc,     
army_painc7     ]
{ai_painforward(1);};
void()  
army_painc7    
=[     
$soldierc,     
army_painc8     ] {};
void()    
army_painc8    
=[     
$soldierc,     
army_painc9     ]
{ai_pain(1);};
void() 
army_painc9    
=[     
$soldierc,     
army_painc10] {ai_painforward(4);};
void()      
army_painc10=[ 
$soldierc,     
army_painc11] {ai_painforward(3);};
void()      
army_painc11=[ 
$soldierc,     
army_painc12] {ai_painforward(6);};
void()      
army_painc12=[ 
$soldierc,     
army_painc13] {ai_painforward(8);};
void()      
army_painc13=[ 
$soldierc,     
army_run1] {};
void(entity attacker, float
damage)       army_pain
=
{
    local float r;
  
        if
(self.pain_finished > time)
 
       
return;
 r = random();
   if (r < 0.2)
    {
      
       
self.pain_finished = time + 0.6;
       
       
army_pain1 ();
 
       
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1,
ATTN_NORM);
    }
       else if (r <
0.6)
       {
      
       
self.pain_finished = time + 1.1;
       
       
army_painb1 ();
        
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);
    }
       else
    {
      
       
self.pain_finished = time + 1.1;
       
       
army_painc1 ();
        
sound (self, CHAN_VOICE, "soldier/pain2.wav", 1,
ATTN_NORM);
    }
};
void() army_fire =
{
  local  
vector  dir;
    local  
entity  en;
     
       
ai_face();
      
        sound
(self, CHAN_WEAPON, "soldier/sattck1.wav", 1,
ATTN_NORM); 
// dodging player
       en =
self.enemy;
        
        dir =
en.origin - en.velocity*0.2;
      dir = normalize (dir -
self.origin);
    
        FireBullets
(4, dir, '0.1 0.1 0');
};
void()     
army_die1      
=[     
$soldierd,     
army_die2      
] {};
void()    
army_die2      
=[     
$soldierd,     
army_die3      
] {};
void()    
army_die3      
=[     
$soldierd,     
army_die4      
]
{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();};
void()  
army_die4      
=[     
$soldierd,     
army_die5      
] {};
void()    
army_die5      
=[     
$soldierd,     
army_die6      
] {};
void()    
army_die6      
=[     
$soldierd,     
army_die7      
] {};
void()    
army_die7      
=[     
$soldierd,     
army_die8      
] {};
void()    
army_die8      
=[     
$soldierd,     
army_die9      
] {};
void()    
army_die9      
=[     
$soldierd,     
army_die10      ]
{};
void()    
army_die10     
=[     
$soldierd,     
army_die10      ]
{};
void()    
army_cdie1     
=[     
$soldierd,     
army_cdie2      ]
{};
void()    
army_cdie2     
=[     
$soldierd,     
army_cdie3      ]
{ai_back(5);};
void() 
army_cdie3     
=[     
$soldierd,     
army_cdie4      ]
{self.solid = SOLID_NOT;self.ammo_shells =
5;DropBackpack();ai_back(4);};
void()       
army_cdie4     
=[     
$soldierd,     
army_cdie5      ]
{ai_back(13);};
void() army_cdie5     
=[     
$soldierd,     
army_cdie6      ]
{ai_back(3);};
void() 
army_cdie6     
=[     
$soldierd,     
army_cdie7      ]
{ai_back(4);};
void() 
army_cdie7     
=[     
$soldierd,     
army_cdie8      ]
{};
void()    
army_cdie8     
=[     
$soldierd,     
army_cdie9      ]
{};
void()    
army_cdie9     
=[     
$soldierd,     
army_cdie10     ] {};
void()    
army_cdie10    
=[     
$soldierd,     
army_cdie11     ] {};
void()    
army_cdie11    
=[     
$soldierd,     
army_cdie11     ] {};
void() army_die =
{
// check for gib
 if (self.health < -35)
  {
      
       
sound (self, CHAN_VOICE, "player/udeath.wav", 1,
ATTN_NORM);
   
       
ThrowHead ("progs/h_guard.mdl", self.health);
  
       
ThrowGib ("progs/gib1.mdl", self.health);
      
       
ThrowGib ("progs/gib2.mdl", self.health);
      
       
ThrowGib ("progs/gib3.mdl", self.health);
      
       
return;
 }
// regular death
       sound (self,
CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
   if (random() < 0.5)
    
       
army_die1 ();
   else
   
       
army_cdie1 ();
};
/*UG monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_army =
{       
        if
(deathmatch)
 {
      
       
remove(self);
  
       
return;
 }
       precache_model
("progs/soldier.mdl");
   precache_model
("progs/h_guard.mdl");
   precache_model
("progs/gib1.mdl");
      precache_model
("progs/gib2.mdl");
      precache_model
("progs/gib3.mdl");
      precache_sound
("soldier/death1.wav");
  precache_sound
("soldier/idle.wav");
       
precache_sound ("soldier/pain1.wav");
   precache_sound
("soldier/pain2.wav");
   precache_sound
("soldier/sattck1.wav");
 precache_sound ("soldier/sight1.wav");
  precache_sound
("player/udeath.wav");  
        //
gib death
    self.solid = SOLID_SLIDEBOX;
    self.movetype = MOVETYPE_STEP;
  setmodel (self,
"progs/soldier.mdl");
   setsize (self, '-16 -16 -24', '16 16
40');
      self.health = 30;
       self.th_stand =
army_stand1;
    self.th_walk = army_walk1;
      self.th_run =
army_run1;
       
self.th_missile = army_atk1;
    self.th_pain = army_pain;
       self.th_die =
army_die;
 walkmonster_start ();
};
-