2 const vector KNIGHT_MIN = '-16 -16 -24';
3 const vector KNIGHT_MAX = '16 16 32';
6 float autocvar_g_monster_knight;
7 float autocvar_g_monster_knight_health;
8 float autocvar_g_monster_knight_melee_damage;
9 float autocvar_g_monster_knight_speed_walk;
10 float autocvar_g_monster_knight_speed_run;
13 #define knight_anim_stand 0
14 #define knight_anim_run 1
15 #define knight_anim_runattack 2
16 #define knight_anim_pain1 3
17 #define knight_anim_pain2 4
18 #define knight_anim_attack 5
19 #define knight_anim_walk 6
20 #define knight_anim_kneel 7
21 #define knight_anim_standing 8
22 #define knight_anim_death1 9
23 #define knight_anim_death2 10
27 self.think = knight_think;
28 self.nextthink = time + 0.1;
30 monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 50, knight_anim_run, knight_anim_walk, knight_anim_stand);
35 local float len = vlen(self.velocity);
37 self.frame = ((len < 50) ? knight_anim_attack : knight_anim_runattack);
39 self.attack_finished_single = time + 0.9;
41 monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 80, DEATH_MONSTER_MELEE);
46 Monster_CheckDropCvars ("knight");
48 self.frame = ((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
49 self.solid = SOLID_NOT;
50 self.takedamage = DAMAGE_NO;
51 self.event_damage = func_null;
53 self.think = Monster_Fade;
54 self.movetype = MOVETYPE_TOSS;
55 self.nextthink = time + 2.1;
56 self.pain_finished = self.nextthink;
58 monster_hook_death(); // for post-death mods
64 self.health = autocvar_g_monster_knight_health * self.scale;
66 self.damageforcescale = 0.003;
67 self.classname = "monster_knight";
68 self.checkattack = GenericCheckAttack;
69 self.attack_melee = knight_attack;
70 self.nextthink = time + random() * 0.5 + 0.1;
71 self.think = knight_think;
72 self.sprite_height = 30 * self.scale;
73 self.frame = knight_anim_stand;
75 monster_hook_spawn(); // for post-spawn mods
78 void spawnfunc_monster_knight ()
80 if not(autocvar_g_monster_knight)
86 self.monster_spawnfunc = spawnfunc_monster_knight;
88 if(self.spawnflags & MONSTERFLAG_APPEAR)
90 self.think = func_null;
92 self.use = Monster_Appear;
98 if not (monster_initialize(
100 "models/monsters/knight.mdl",
101 KNIGHT_MIN, KNIGHT_MAX,
103 knight_die, knight_spawn))