$cd /raid/quake/id1/models/fish $origin 0 0 24 $base base $skin skin $frame attack1 attack2 attack3 attack4 attack5 attack6 $frame attack7 attack8 attack9 attack10 attack11 attack12 attack13 $frame attack14 attack15 attack16 attack17 attack18 $frame death1 death2 death3 death4 death5 death6 death7 $frame death8 death9 death10 death11 death12 death13 death14 death15 $frame death16 death17 death18 death19 death20 death21 $frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8 $frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17 $frame swim18 $frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8 $frame pain9 void() swimmonster_start; void() f_stand1=[ $swim1, f_stand2 ] {ai_stand();}; void() f_stand2=[ $swim2, f_stand3 ] {ai_stand();}; void() f_stand3=[ $swim3, f_stand4 ] {ai_stand();}; void() f_stand4=[ $swim4, f_stand5 ] {ai_stand();}; void() f_stand5=[ $swim5, f_stand6 ] {ai_stand();}; void() f_stand6=[ $swim6, f_stand7 ] {ai_stand();}; void() f_stand7=[ $swim7, f_stand8 ] {ai_stand();}; void() f_stand8=[ $swim8, f_stand9 ] {ai_stand();}; void() f_stand9=[ $swim9, f_stand10 ] {ai_stand();}; void() f_stand10=[ $swim10, f_stand11 ] {ai_stand();}; void() f_stand11=[ $swim11, f_stand12 ] {ai_stand();}; void() f_stand12=[ $swim12, f_stand13 ] {ai_stand();}; void() f_stand13=[ $swim13, f_stand14 ] {ai_stand();}; void() f_stand14=[ $swim14, f_stand15 ] {ai_stand();}; void() f_stand15=[ $swim15, f_stand16 ] {ai_stand();}; void() f_stand16=[ $swim16, f_stand17 ] {ai_stand();}; void() f_stand17=[ $swim17, f_stand18 ] {ai_stand();}; void() f_stand18=[ $swim18, f_stand1 ] {ai_stand();}; void() f_walk1=[ $swim1, f_walk2 ] {ai_walk(8);}; void() f_walk2=[ $swim2, f_walk3 ] {ai_walk(8);}; void() f_walk3=[ $swim3, f_walk4 ] {ai_walk(8);}; void() f_walk4=[ $swim4, f_walk5 ] {ai_walk(8);}; void() f_walk5=[ $swim5, f_walk6 ] {ai_walk(8);}; void() f_walk6=[ $swim6, f_walk7 ] {ai_walk(8);}; void() f_walk7=[ $swim7, f_walk8 ] {ai_walk(8);}; void() f_walk8=[ $swim8, f_walk9 ] {ai_walk(8);}; void() f_walk9=[ $swim9, f_walk10 ] {ai_walk(8);}; void() f_walk10=[ $swim10, f_walk11 ] {ai_walk(8);}; void() f_walk11=[ $swim11, f_walk12 ] {ai_walk(8);}; void() f_walk12=[ $swim12, f_walk13 ] {ai_walk(8);}; void() f_walk13=[ $swim13, f_walk14 ] {ai_walk(8);}; void() f_walk14=[ $swim14, f_walk15 ] {ai_walk(8);}; void() f_walk15=[ $swim15, f_walk16 ] {ai_walk(8);}; void() f_walk16=[ $swim16, f_walk17 ] {ai_walk(8);}; void() f_walk17=[ $swim17, f_walk18 ] {ai_walk(8);}; void() f_walk18=[ $swim18, f_walk1 ] {ai_walk(8);}; void() f_run1=[ $swim1, f_run2 ] {ai_run(12); if (random() < 0.5) sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM); }; void() f_run2=[ $swim3, f_run3 ] {ai_run(12);}; void() f_run3=[ $swim5, f_run4 ] {ai_run(12);}; void() f_run4=[ $swim7, f_run5 ] {ai_run(12);}; void() f_run5=[ $swim9, f_run6 ] {ai_run(12);}; void() f_run6=[ $swim11, f_run7 ] {ai_run(12);}; void() f_run7=[ $swim13, f_run8 ] {ai_run(12);}; void() f_run8=[ $swim15, f_run9 ] {ai_run(12);}; void() f_run9=[ $swim17, f_run1 ] {ai_run(12);}; void() fish_melee= { local vector delta; local float ldmg; if (!self.enemy) return; // removed before stroke delta = self.enemy.origin - self.origin; if (vlen(delta) > 60) return; sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM); ldmg = (random() + random()) * 3; T_Damage (self.enemy, self, self, ldmg); }; void() f_attack1=[ $attack1, f_attack2 ] {ai_charge(10);}; void() f_attack2=[ $attack2, f_attack3 ] {ai_charge(10);}; void() f_attack3=[ $attack3, f_attack4 ] {fish_melee();}; void() f_attack4=[ $attack4, f_attack5 ] {ai_charge(10);}; void() f_attack5=[ $attack5, f_attack6 ] {ai_charge(10);}; void() f_attack6=[ $attack6, f_attack7 ] {ai_charge(10);}; void() f_attack7=[ $attack7, f_attack8 ] {ai_charge(10);}; void() f_attack8=[ $attack8, f_attack9 ] {ai_charge(10);}; void() f_attack9=[ $attack9, f_attack10] {fish_melee();}; void() f_attack10=[ $attack10, f_attack11] {ai_charge(10);}; void() f_attack11=[ $attack11, f_attack12] {ai_charge(10);}; void() f_attack12=[ $attack12, f_attack13] {ai_charge(10);}; void() f_attack13=[ $attack13, f_attack14] {ai_charge(10);}; void() f_attack14=[ $attack14, f_attack15] {ai_charge(10);}; void() f_attack15=[ $attack15, f_attack16] {fish_melee();}; void() f_attack16=[ $attack16, f_attack17] {ai_charge(10);}; void() f_attack17=[ $attack17, f_attack18] {ai_charge(10);}; void() f_attack18=[ $attack18, f_run1 ] {ai_charge(10);}; void() f_death1=[ $death1, f_death2 ] { sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM); }; void() f_death2=[ $death2, f_death3 ] {}; void() f_death3=[ $death3, f_death4 ] {}; void() f_death4=[ $death4, f_death5 ] {}; void() f_death5=[ $death5, f_death6 ] {}; void() f_death6=[ $death6, f_death7 ] {}; void() f_death7=[ $death7, f_death8 ] {}; void() f_death8=[ $death8, f_death9 ] {}; void() f_death9=[ $death9, f_death10 ] {}; void() f_death10=[ $death10, f_death11 ] {}; void() f_death11=[ $death11, f_death12 ] {}; void() f_death12=[ $death12, f_death13 ] {}; void() f_death13=[ $death13, f_death14 ] {}; void() f_death14=[ $death14, f_death15 ] {}; void() f_death15=[ $death15, f_death16 ] {}; void() f_death16=[ $death16, f_death17 ] {}; void() f_death17=[ $death17, f_death18 ] {}; void() f_death18=[ $death18, f_death19 ] {}; void() f_death19=[ $death19, f_death20 ] {}; void() f_death20=[ $death20, f_death21 ] {}; void() f_death21=[ $death21, f_death21 ] {self.solid = SOLID_NOT;}; void() f_pain1=[ $pain1, f_pain2 ] {}; void() f_pain2=[ $pain2, f_pain3 ] {ai_pain(6);}; void() f_pain3=[ $pain3, f_pain4 ] {ai_pain(6);}; void() f_pain4=[ $pain4, f_pain5 ] {ai_pain(6);}; void() f_pain5=[ $pain5, f_pain6 ] {ai_pain(6);}; void() f_pain6=[ $pain6, f_pain7 ] {ai_pain(6);}; void() f_pain7=[ $pain7, f_pain8 ] {ai_pain(6);}; void() f_pain8=[ $pain8, f_pain9 ] {ai_pain(6);}; void() f_pain9=[ $pain9, f_run1 ] {ai_pain(6);}; void(entity attacker, float damage) fish_pain= { // fish allways do pain frames f_pain1 (); }; /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush */ void() monster_fish= { if (deathmatch) { remove(self); return; } precache_model2 ("progs/fish.mdl"); precache_sound2 ("fish/death.wav"); precache_sound2 ("fish/bite.wav"); precache_sound2 ("fish/idle.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/fish.mdl"); setsize (self, '-16 -16 -24', '16 16 24'); self.health = 25; self.th_stand = f_stand1; self.th_walk = f_walk1; self.th_run = f_run1; self.th_die = f_death1; self.th_pain = fish_pain; self.th_melee = f_attack1; swimmonster_start (); };