/*============================================================================== KNIGHT ==============================================================================*/ $cd id1/models/knight $origin 0 0 24 $base base $skin badass3 $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8 $frame runattack1 runattack2 runattack3 runattack4 runattack5 $frame runattack6 runattack7 runattack8 runattack9 runattack10 $frame runattack11 $frame pain1 pain2 pain3 $frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 $frame painb10 painb11 //$frame attackdummy $frame attackb1 attackb2 attackb3 attackb4 attackb5 $frame attackb6 attackb7 attackb8 attackb9 attackb10 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 $frame walk10 walk11 walk12 walk13 walk14 $frame death1 death2 death3 death4 death5 death6 death7 death8 $frame death9 death10 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 deathb10 deathb11 // New - standing idleA - look left $frame idlea1 idlea2 idlea3 idlea4 idlea5 idlea6 idlea7 idlea8 $frame idlea9 idlea10 idlea11 idlea12 idlea13 idlea14 idlea15 idlea16 // New - standing idleB - look right $frame idleb1 idleb2 idleb3 idleb4 idleb5 idleb6 idleb7 idleb8 $frame idleb9 idleb10 idleb11 idleb12 idleb13 idleb14 // New - Standing to standing upright $frame attnin1 attnin2 attnin3 attnin4 // Standing upright $frame attn1 attn2 attn3 attn4 // New - Standing upright to standing $frame attnout1 attnout2 attnout3 attnout4 // Standing to Knee down $frame kneeldn1 kneeldn2 kneeldn3 kneeldn4 kneeldn5 kneeldn6 $frame kneeldn7 kneeldn8 kneeldn9 // New - Kneeling idle $frame kneel1 kneel2 kneel3 kneel4 kneel5 kneel6 // New - Kneeling down to Standing up $frame kneelup1 kneelup2 kneelup3 kneelup4 kneelup5 kneelup6 $frame kneelup7 kneelup8 kneelup9 kneelup10 kneelup11 // New - Kneeling down to running $frame kneelrun1 kneelrun2 kneelrun3 kneelrun4 kneelrun5 $frame kneelrun6 kneelrun7 kneelrun8 void() knight_sword_sound; void() knight_walk1; void() knight_run1; //=========================================================================== void() knight_idlea1 =[ $idlea1, knight_idlea2 ] {ai_stand();}; void() knight_idlea2 =[ $idlea2, knight_idlea3 ] {ai_stand();}; void() knight_idlea3 =[ $idlea3, knight_idlea4 ] {ai_stand();}; void() knight_idlea4 =[ $idlea4, knight_idlea5 ] {ai_stand();}; void() knight_idlea5 =[ $idlea5, knight_idlea6 ] {ai_stand();}; void() knight_idlea6 =[ $idlea6, knight_idlea7 ] {ai_stand();}; void() knight_idlea7 =[ $idlea7, knight_idlea8 ] {ai_stand();}; void() knight_idlea8 =[ $idlea8, knight_idlea9 ] {ai_stand();}; void() knight_idlea9 =[ $idlea9, knight_idlea10 ] {ai_stand();}; void() knight_idlea10 =[ $idlea10, knight_idlea11 ] {ai_stand();}; void() knight_idlea11 =[ $idlea11, knight_idlea12 ] {ai_stand();}; void() knight_idlea12 =[ $idlea12, knight_idlea13 ] {ai_stand();}; void() knight_idlea13 =[ $idlea13, knight_idlea14 ] {ai_stand();}; void() knight_idlea14 =[ $idlea14, knight_idlea15 ] {ai_stand();}; void() knight_idlea15 =[ $idlea15, knight_idlea16 ] {ai_stand();}; void() knight_idlea16 =[ $idlea16, knight_stand1 ] {ai_stand();}; //---------------------------------------------------------------------- void() knight_idleb1 =[ $idleb1, knight_idleb2 ] {ai_stand();}; void() knight_idleb2 =[ $idleb2, knight_idleb3 ] {ai_stand();}; void() knight_idleb3 =[ $idleb3, knight_idleb4 ] {ai_stand();}; void() knight_idleb4 =[ $idleb4, knight_idleb5 ] {ai_stand();}; void() knight_idleb5 =[ $idleb5, knight_idleb6 ] {ai_stand();}; void() knight_idleb6 =[ $idleb6, knight_idleb7 ] {ai_stand();}; void() knight_idleb7 =[ $idleb7, knight_idleb8 ] {ai_stand();}; void() knight_idleb8 =[ $idleb8, knight_idleb9 ] {ai_stand();}; void() knight_idleb9 =[ $idleb9, knight_idleb10 ] {ai_stand();}; void() knight_idleb10 =[ $idleb10, knight_idleb11 ] {ai_stand();}; void() knight_idleb11 =[ $idleb11, knight_idleb12 ] {ai_stand();}; void() knight_idleb12 =[ $idleb12, knight_idleb13 ] {ai_stand();}; void() knight_idleb13 =[ $idleb13, knight_idleb14 ] {ai_stand();}; void() knight_idleb14 =[ $idleb14, knight_stand1 ] {ai_stand();}; //---------------------------------------------------------------------- void() knight_kneelup1 =[ $kneelup1, knight_kneelup2 ] {ai_stand();}; void() knight_kneelup2 =[ $kneelup2, knight_kneelup3 ] {ai_stand();}; void() knight_kneelup3 =[ $kneelup3, knight_kneelup4 ] {ai_stand();}; void() knight_kneelup4 =[ $kneelup4, knight_kneelup5 ] {ai_stand();}; void() knight_kneelup5 =[ $kneelup5, knight_kneelup6 ] {ai_stand();}; void() knight_kneelup6 =[ $kneelup6, knight_kneelup7 ] {ai_stand();}; void() knight_kneelup7 =[ $kneelup7, knight_kneelup8 ] {ai_stand();}; void() knight_kneelup8 =[ $kneelup8, knight_kneelup9 ] {ai_stand();}; void() knight_kneelup9 =[ $kneelup9, knight_kneelup10] {ai_stand();}; void() knight_kneelup10=[ $kneelup10, knight_kneelup11] {ai_stand();}; void() knight_kneelup11=[ $kneelup11, knight_stand1 ] {ai_stand();}; //---------------------------------------------------------------------- void() knight_kneel1 =[ $kneel1, knight_kneel2 ] {ai_stand();monster_idle_sound();}; void() knight_kneel2 =[ $kneel2, knight_kneel3 ] {ai_stand();}; void() knight_kneel3 =[ $kneel3, knight_kneel4 ] {ai_stand();}; void() knight_kneel4 =[ $kneel4, knight_kneel5 ] {ai_stand();}; void() knight_kneel5 =[ $kneel5, knight_kneel6 ] {ai_stand();}; void() knight_kneel6 =[ $kneel6, knight_kneel1 ] {ai_stand(); if (random() < MON_IDLE_ANIMATION && self.weaponswitch < time) self.think = knight_kneelup1; // Start standing up }; //---------------------------------------------------------------------- void() knight_kneeldn1 =[ $kneeldn1, knight_kneeldn2 ] {ai_stand();}; void() knight_kneeldn2 =[ $kneeldn2, knight_kneeldn3 ] {ai_stand();}; void() knight_kneeldn3 =[ $kneeldn3, knight_kneeldn4 ] {ai_stand();}; void() knight_kneeldn4 =[ $kneeldn4, knight_kneeldn5 ] {ai_stand();}; void() knight_kneeldn5 =[ $kneeldn5, knight_kneeldn6 ] {ai_stand();}; void() knight_kneeldn6 =[ $kneeldn6, knight_kneeldn7 ] {ai_stand();}; void() knight_kneeldn7 =[ $kneeldn7, knight_kneeldn8 ] {ai_stand();}; void() knight_kneeldn8 =[ $kneeldn8, knight_kneeldn9 ] {ai_stand();}; void() knight_kneeldn9 =[ $kneeldn9, knight_kneel1 ] {ai_stand();}; //---------------------------------------------------------------------- void() knight_attn1 =[ $attn1, knight_attn2 ] {ai_stand();monster_idle_sound();}; void() knight_attn2 =[ $attn2, knight_attn3 ] {ai_stand();}; void() knight_attn3 =[ $attn3, knight_attn4 ] {ai_stand();}; void() knight_attn4 =[ $attn4, knight_attn1 ] {ai_stand();}; //---------------------------------------------------------------------- void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();monster_idle_sound();}; void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();}; void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();}; void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();}; void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();}; void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();}; void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();}; void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();}; void() knight_stand9 =[ $stand9, knight_stand1 ] { self.idlebusy = FALSE; if (random() < MON_IDLE_ANIMATION && self.weaponswitch < time) { // Slow down the repeating of idle animations self.weaponswitch = time + 1 + random()*3; self.idlebusy = TRUE; self.lefty = 1 - self.lefty; if (self.lefty == 1) self.think = knight_idlea1; // Look left else self.think = knight_idleb1; // Look right } }; //=========================================================================== void() knight_walk1 =[ $walk1, knight_walk2 ] { monster_footstep(FALSE); monster_idle_sound(); ai_walk(3);}; void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);}; void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);}; void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);}; void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);}; void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);}; void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);}; void() knight_walk8 =[ $walk8, knight_walk9 ] {monster_footstep(FALSE); ai_walk(4);}; void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);}; void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);}; void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);}; void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);}; void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);}; void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);}; //=========================================================================== void() knight_run1 =[ $runb1, knight_run2 ] {monster_idle_sound(); ai_run(16);}; void() knight_run2 =[ $runb2, knight_run3 ] {monster_footstep(FALSE); ai_run(20);}; void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);}; void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);}; void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);}; void() knight_run6 =[ $runb6, knight_run7 ] {monster_footstep(FALSE); ai_run(20);}; void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);}; void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);}; //============================================================================ void() knight_runatk1 =[ $runattack1, knight_runatk2 ] { ai_charge(20); }; void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();}; void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();}; void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {knight_sword_sound(); ai_charge_side();}; void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();}; void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {monster_footstep(FALSE); ai_melee_side();}; void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();}; void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();}; void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();}; void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {monster_footstep(FALSE); ai_charge_side();}; void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);}; //---------------------------------------------------------------------- void() knight_atk1 =[ $attackb1, knight_atk2 ] {ai_charge(0);}; void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);}; void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);}; void() knight_atk4 =[ $attackb4, knight_atk5 ] {knight_sword_sound(); ai_charge(0);}; void() knight_atk5 =[ $attackb5, knight_atk6 ] {monster_footstep(FALSE); ai_charge(3);}; void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();}; void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();}; void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3); ai_melee();}; void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);}; void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);}; //============================================================================= void() knight_melee = { if (ai_checkmelee(MONAI_MELEEKNIGHT)) knight_atk1 (); else knight_runatk1 (); }; //=========================================================================== void() knight_pain1 =[ $pain1, knight_pain2 ] {}; void() knight_pain2 =[ $pain2, knight_pain3 ] {}; void() knight_pain3 =[ $pain3, knight_run1 ] {}; void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);}; void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);}; void() knight_painb3 =[ $painb3, knight_painb4 ] {}; void() knight_painb4 =[ $painb4, knight_painb5 ] {monster_footstep(FALSE);}; void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);}; void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);}; void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);}; void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);monster_footstep(FALSE);}; void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);}; void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);}; void() knight_painb11 =[ $painb11, knight_run1 ] {}; //---------------------------------------------------------------------- void(entity inflictor, entity attacker, float damage) knight_pain = { // Check all pain conditions and set up what to do next monster_pain_check(attacker, damage); // Any pain animation/sound required? if (self.pain_check > 0) { sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM); if (self.pain_check == 1) { // Randomly pick which pain animation to play if (random() < 0.85) knight_pain1 (); // classic, body recoil else { self.pain_finished = time + 2; // long animation knight_painb1 (); // Cool stumble, hand over mouth } } else if (self.pain_check == 2) { // reset axe hit and setup short pain recovery self.axhitme = 0; self.pain_finished = time + 1.1; knight_painb1 (); } } }; //============================================================================ void() knight_die1 =[ $death1, knight_die2] {}; void() knight_die2 =[ $death2, knight_die3] {monster_check_gib();}; void() knight_die3 =[ $death3, knight_die4] {monster_check_gib(); self.solid = SOLID_NOT;}; void() knight_die4 =[ $death4, knight_die5] {}; void() knight_die5 =[ $death5, knight_die6] {}; void() knight_die6 =[ $death6, knight_die7] {}; void() knight_die7 =[ $death7, knight_die8] {}; void() knight_die8 =[ $death8, knight_die9] {}; void() knight_die9 =[ $death9, knight_die10] {monster_death_postcheck();}; void() knight_die10 =[ $death10, knight_die10] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() knight_dieb1 =[ $deathb1, knight_dieb2] {}; void() knight_dieb2 =[ $deathb2, knight_dieb3] {monster_check_gib();}; void() knight_dieb3 =[ $deathb3, knight_dieb4] {monster_check_gib(); self.solid = SOLID_NOT;}; void() knight_dieb4 =[ $deathb4, knight_dieb5] {}; void() knight_dieb5 =[ $deathb5, knight_dieb6] {}; void() knight_dieb6 =[ $deathb6, knight_dieb7] {}; void() knight_dieb7 =[ $deathb7, knight_dieb8] {}; void() knight_dieb8 =[ $deathb8, knight_dieb9] {}; void() knight_dieb9 =[ $deathb9, knight_dieb10] {}; void() knight_dieb10 =[ $deathb10, knight_dieb11] {monster_death_postcheck();}; void() knight_dieb11 =[ $deathb11, knight_dieb11] {monster_deadbody_check();}; //---------------------------------------------------------------------- void() knight_die = { // Pre-check routine to tidy up extra entities monster_death_precheck(); // regular death if (!self.gibbed) { sound (self, CHAN_VOICE, self.death_sound, 1, ATTN_NORM); if (random() > 0.5) knight_die1 (); // Forward else knight_dieb1 (); // Backward } }; //============================================================================ void() knight_sword_sound = { if (random() > 0.5) sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); else sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); }; //============================================================================ void() knight_aistates = { self.th_stand = knight_stand1; // Idling on feet self.th_walk = knight_walk1; // Walking self.th_run = knight_run1; // Running self.th_melee = knight_melee; // Sword attack self.th_pain = knight_pain; // Stumble and pain self.th_die = knight_die; // Face meets floor }; //---------------------------------------------------------------------- void() knight_wakeup = { // Check for sudden death! if (self.health < 0) return; self.use = SUB_Null; // no re-trigger self.takedamage = DAMAGE_AIM; // Can receive damage self.spawnstatue = FALSE; // No longer stationary knight_aistates(); // Restore AI state functions monster_targets(); // Check for targets }; //---------------------------------------------------------------------- void() knight_statue = { local float targ_angle, new_frame; // Check for sudden death! if (self.health < 0) return; if (random() < MON_IDLE_SOUND && self.pos1_z > 1) { new_frame = TRUE; self.oldenemy = checkclient(); if (self.oldenemy.flags & FL_CLIENT) { targ_angle = viewangle(self.origin, self.oldenemy.origin, 0, TRUE, self.oldenemy.v_angle_y); if (targ_angle < 135 || targ_angle > 225) new_frame = FALSE; } self.lip = self.pos1_x + rint(random()*self.pos1_z); if (new_frame) { sound (self, CHAN_VOICE, self.idle_sound, 1, ATTN_NORM); self.frame = self.lip; } } self.think = knight_statue; self.nextthink = time + 5 + random()*5; }; /*====================================================================== QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush ======================================================================*/ void() monster_knight = { if (deathmatch) { remove(self); return; } self.mdl = "progs/mon_knight.mdl"; self.headmdl = "progs/h_knight.mdl"; // Large head self.gib1mdl = "progs/w_knightsword.mdl"; // Unique sword self.gib2mdl = "progs/gib_knfoot_l.mdl"; // left foot self.gib3mdl = "progs/gib_knfoot_r.mdl"; // right foot precache_model (self.mdl); precache_model (self.headmdl); precache_model (self.gib1mdl); precache_model (self.gib2mdl); precache_model (self.gib3mdl); self.gib1sound = GIB_IMPACT_METALA; if (random() < 0.5) self.gib2mdl = ""; if (random() < 0.5) self.gib3mdl = ""; //---------------------------------------------------------------------- if (self.spawnflags & MON_STATUE) { self.idle_sound = "statue/idle1.wav"; self.idle_sound2 = "statue/idle2.wav"; self.idle_soundcom = "statue/comidle.wav"; precache_sound (self.idle_sound); precache_sound (self.idle_sound2); precache_sound (self.idle_soundcom); self.sight_sound = "statue/sight.wav"; self.pain_sound = "statue/hurt.wav"; self.death_sound = "statue/death.wav"; self.gib1skin = 1; // Stoney sword precache_stonegibs(); // Cache gib models self.gibtype = GIBTYPE_STONE; // Stoney gibs! self.gib2mdl = self.gib3mdl = string_null; } else { self.idle_sound = "knight/idle.wav"; precache_sound (self.idle_sound); self.sight_sound = "knight/ksight.wav"; self.pain_sound = "knight/khurt.wav"; self.death_sound = "knight/kdeath.wav"; // Check for poisonous entity flag if (self.poisonous) { precache_poisongibs(); // precache gibs self.gibtype = GIBTYPE_POISON; // Poisonous blood trails if (!self.exactskin) self.exactskin = 3; // Swampy skin } } // precache sight, pain and death (changes on type) precache_sound (self.sight_sound); precache_sound (self.pain_sound); precache_sound (self.death_sound); precache_sound ("knight/sword1.wav"); precache_sound ("knight/sword2.wav"); self.solid = SOLID_NOT; // No interaction with world self.movetype = MOVETYPE_NONE; // Static item, no movement if (self.bboxtype < 1) self.bboxtype = BBOX_SHORT; if (self.health < 1) self.health = 75; self.gibhealth = -40; // Not easy to gib self.gibbed = FALSE; // Still in one peice self.pain_flinch = 20; // Light pain threshold self.pain_longanim = TRUE; // Can do long stagger animation self.steptype = FS_TYPEMEDIUM; // Light soldier feet self.skin = 0; // Always reset (use exactskin) self.th_die = knight_die; // Face meets floor self.deathstring = " was slashed by a Knight\n"; // Always reset Ammo Resistance to be consistent self.resist_shells = self.resist_nails = 0; self.resist_rockets = self.resist_cells = 0; //---------------------------------------------------------------------- // Detect statues and setup different parameters // Tougher skin, less pain, heavy feet etc //---------------------------------------------------------------------- if (self.spawnflags & MON_STATUE) { self.classgroup = CG_STONE; // Stone hates metal! self.poisonous = FALSE; // Cannot be poisonous and stone! self.resist_nails = 0.5; // Tough skin for nails self.reflectnails = TRUE; // Reflect nail projectiles if (!self.exactskin) self.exactskin = 4; // Stone skin self.pain_flinch = 40; // Doubled self.pain_longanim = FALSE; // resistant to shadow axe self.pain_timeout = 2; // HK pain threshold self.steptype = FS_TYPEHEAVY; // heavy stone feet! self.no_liquiddmg = TRUE; // Immune to slime/lava self.deathstring = " was smashed by a Stone Knight\n"; // Allow knights to start with a stone skin, but not be frozen! if (self.spawnflags & MON_NOTFROZEN) { self.spawnflags = self.spawnflags - MON_STATUE; knight_aistates(); // setup AI state functions } else { self.spawnstatue = TRUE; // Start as a statue self.th_stand = knight_statue; // Stone idle sound self.think1 = knight_wakeup; // Wakeup function when triggered // statues can change position when the player is not looking // Specify a start/finish frame using pos1 or use frame if (!self.pos1_x) { self.pos1_x = $attackb1; // Default pose (attacking) self.pos1_y = $attackb10; } // A frame has been specified, create a small range from that if (self.frame > 0) { self.pos1_x = self.pos1_y = self.frame; } // Work out range, make sure no negative values self.pos1_z = fabs(self.pos1_y - self.pos1_x); self.frame = self.pos1_x; // Setup frame / pose } } else { // The new knight model by Lunaran has 4 available skins to // choose from. The local option will always override the // worldspawn option. // Added -1 option which will randomly pick a skin if (self.exactskin < 0) self.randomskin = 4; if (!self.exactskin && world.knight_defskin > 0) self.exactskin = world.knight_defskin; self.pain_longanim = TRUE; // can be chopped with shadow axe self.classgroup = CG_KNIGHT; // Classic tincan! knight_aistates(); // setup AI state functions } self.classtype = CT_MONKNIGHT; self.classmove = MON_MOVEWALK; monster_start(); };