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Mar 14th, 2012
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  1. /*
  2. ==============================================================================
  3.  
  4. gamerules
  5.  
  6. ==============================================================================
  7. */
  8.  
  9.  
  10.  
  11.  
  12.  
  13.  
  14. void () monster_spawner =
  15. {
  16.  
  17.  
  18. self.classname = "monster_spawner";
  19.  
  20.  
  21.  
  22.  
  23.  
  24. };
  25.  
  26. void () waverules =
  27. {
  28. if (waves == 0 && mkills == 1)
  29. waves = 1;
  30.  
  31. if (waves == 1 && mkills == 3)
  32. waves = 2;
  33. if (waves == 2 && mkills == 6)
  34. waves = 3;
  35. };
  36.  
  37.  
  38. void () spawns =
  39. {
  40.  
  41.  
  42.  
  43. if (waves == 0)
  44. {
  45. if (soldiers < 1)
  46.  
  47. create_armybot();
  48. return;
  49. }
  50.  
  51.  
  52. if (waves == 1)
  53. {
  54.  
  55. if (soldiers < 3)
  56.  
  57. create_armybot();
  58.  
  59. return;
  60. }
  61.  
  62.  
  63.  
  64. if (waves == 2)
  65. {
  66.  
  67. if (soldiers < 4)
  68.  
  69. create_armybot();
  70.  
  71. return;
  72. }
  73.  
  74. if (waves == 3)
  75. {
  76.  
  77. if (soldiers < 5)
  78.  
  79. create_armybot();
  80.  
  81. return;
  82. }
  83.  
  84. };
  85.  
  86.  
  87.  
  88. void() army_die =
  89. {
  90. // check for gib
  91. if (self.health < 1)
  92. {
  93. mkills = mkills + 1;
  94. sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  95. ThrowHead ("progs/h_guard.mdl", self.health);
  96. ThrowGib ("progs/gib1.mdl", self.health);
  97. ThrowGib ("progs/gib2.mdl", self.health);
  98. ThrowGib ("progs/gib3.mdl", self.health);
  99.  
  100. return;
  101. }
  102.  
  103. //soldiers = soldiers - 1;
  104. // regular death
  105. sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
  106. //if (random() < 0.5)
  107. // army_die1 ();
  108. //else
  109. // army_cdie1 ();
  110. };
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