Updated various monster code to use IsAlive() and things

This commit is contained in:
Marco Cawthorne 2022-07-19 16:28:10 -07:00
parent b8f2ca446f
commit e373af4ca5
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
20 changed files with 31 additions and 33 deletions

View File

@ -80,7 +80,7 @@ void
monster_alien_controller::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(CON_DIE);
Sound_Play(this, CHAN_VOICE, "monster_alien_controller.die");
}
@ -93,7 +93,7 @@ void
monster_alien_controller::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -93,7 +93,7 @@ void
monster_alien_grunt::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* headshots == different animation */
if (g_dmg_iHitBody == BODY_HEAD) {
if (random() < 0.5) {
@ -116,7 +116,7 @@ void
monster_alien_grunt::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -188,7 +188,7 @@ void
monster_alien_slave::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* headshots == different animation */
if (g_dmg_iHitBody == BODY_HEAD) {
if (random() < 0.5) {

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@ -52,7 +52,7 @@ void
monster_barnacle::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(BCL_DIE);
Sound_Play(this, CHAN_VOICE, "monster_barnacle.die");
}

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@ -155,13 +155,11 @@ monster_barney::Pain(void)
super::Pain();
#if 0
if (m_flAnimTime > time)
if (InAnimation() == true)
return;
if (random() < 0.25f)
return;
#endif
Sound_Speak(this, "monster_barney.pain");

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@ -62,7 +62,7 @@ void
monster_bigmomma::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}
@ -97,7 +97,7 @@ void
monster_bigmomma::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(GON_DIE);
Sound_Play(this, CHAN_VOICE, "monster_bigmomma.die");
}

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@ -90,7 +90,7 @@ void
monster_bullchicken::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}
@ -125,7 +125,7 @@ void
monster_bullchicken::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* two different animations */
SetFrame((random() < 0.5) ? BULL_DIE : BULL_DIE2);

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@ -32,7 +32,7 @@ void
monster_cockroach::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
Sound_Play(this, CHAN_VOICE, "monster_cockroach.die");
}

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@ -64,7 +64,7 @@ void
monster_gargantua::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}
@ -99,7 +99,7 @@ void
monster_gargantua::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(GARG_DIE);
Sound_Play(this, CHAN_VOICE, "monster_gargantua.die");
}

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@ -129,7 +129,7 @@ void
monster_headcrab::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(HC_DIE);
Sound_Play(this, CHAN_VOICE, "monster_headcrab.die");
}
@ -142,7 +142,7 @@ void
monster_headcrab::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -151,7 +151,7 @@ void
monster_houndeye::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(HE_DIE + floor(random(0, 4)));
Sound_Play(this, CHAN_VOICE, "monster_houndeye.die");
@ -165,7 +165,7 @@ void
monster_houndeye::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -57,7 +57,7 @@ void
monster_human_assassin::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* headshots == different animation */
/* this animation may not have been used, but it looks cool */
if (g_dmg_iHitBody == BODY_HEAD) {

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@ -248,7 +248,7 @@ void
monster_human_grunt::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* headshots == different animation */
/* this animation may not have been used, but it looks cool */
if (g_dmg_iHitBody == BODY_HEAD) {

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@ -77,7 +77,7 @@ void
monster_ichthyosaur::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
int r = floor(random(0,3));
switch (r) {
@ -103,7 +103,7 @@ void
monster_ichthyosaur::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -56,7 +56,7 @@ void
monster_leech::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(LEECH_DIE);
think = DeathEnd;
nextthink = time + 1.0f;

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@ -64,7 +64,7 @@ void
monster_nihilanth::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}
@ -101,7 +101,7 @@ void
monster_nihilanth::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(NIL_DIE);
Sound_Play(this, CHAN_VOICE, "monster_nihilanth.die");
}

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@ -106,7 +106,7 @@ monster_scientist::Pain(void)
return;
}
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
Sound_Speak(this, "monster_scientist.pain");
SetFrame(SCIA_FLINCH + floor(random(0, 6)));
m_iFlags |= MONSTER_FEAR;
@ -119,7 +119,7 @@ monster_scientist::Death(void)
{
WarnAllies();
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
Sound_Speak(this, "monster_scientist.die");
}

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@ -47,7 +47,7 @@ void
monster_sentry::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
SetFrame(SENT_DIE);
Sound_Play(this, CHAN_VOICE, "monster_sentry.die");
}

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@ -94,7 +94,7 @@ void
monster_tentacle::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}

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@ -162,7 +162,7 @@ void
monster_zombie::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
if (IsAlive() == true) {
/* headshots == different animation */
if (g_dmg_iHitBody == BODY_HEAD) {
if (random() < 0.5) {
@ -185,7 +185,7 @@ void
monster_zombie::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
if (IsAlive() == false) {
return;
}