/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /*QUAKED monster_bigmomma (0 0.8 0.8) (-95 -95 0) (95 95 190) HALF-LIFE (1998) ENTITY Gonarch */ enum { GON_IDLE, GON_IDLE2, GON_WALK, GON_RUN, GON_DIE, GON_CLAW, GON_CLAW2, GON_CLAW3, GON_SPAWN, GON_SHOOT, GON_FLINCH, GON_DEFEND, GON_JUMP, GON_ANGRY, GON_ANGRY2, GON_ANGRY3, GON_BREAKWALL, GON_FALL, GON_FALL2, GON_FALLDIE }; class monster_bigmomma:CBaseMonster { float m_flIdleTime; void(void) monster_bigmomma; virtual void(void) Death; virtual void(void) Pain; virtual void(void) IdleNoise; virtual void(void) Respawn; }; void monster_bigmomma::IdleNoise(void) { /* don't make noise if we're dead (corpse) */ if (style == MONSTER_DEAD) { return; } if (m_flIdleTime > time) { return; } /* timing needs to adjusted as sounds conflict */ m_flIdleTime = time + random(2,10); Sound_Play(this, CHAN_VOICE, "monster_bigmomma.idle"); } void monster_bigmomma::Pain(void) { CBaseMonster::Pain(); if (m_flAnimTime > time) { return; } if (random() < 0.25f) { return; } Sound_Play(this, CHAN_VOICE, "monster_bigmomma.pain"); SetFrame(GON_FLINCH); m_flAnimTime = time + 0.25f; } void monster_bigmomma::Death(void) { /* if we're already dead (corpse) don't change animations */ if (style != MONSTER_DEAD) { SetFrame(GON_DIE); Sound_Play(this, CHAN_VOICE, "monster_bigmomma.die"); } /* set the functional differences */ CBaseMonster::Death(); } void monster_bigmomma::Respawn(void) { CBaseMonster::Respawn(); SetFrame(GON_IDLE); } void monster_bigmomma::monster_bigmomma(void) { Sound_Precache("monster_bigmomma.alert"); Sound_Precache("monster_bigmomma.attack"); Sound_Precache("monster_bigmomma.child"); Sound_Precache("monster_bigmomma.die"); Sound_Precache("monster_bigmomma.idle"); Sound_Precache("monster_bigmomma.pain"); Sound_Precache("monster_bigmomma.step"); netname = "Gonarch"; model = "models/big_mom.mdl"; /* health is based on factor, for it's not killable until last stage */ base_health = Skill_GetValue("bigmomma_health_factor", 1.5) * 300; base_mins = [-95,-95,0]; base_maxs = [95,95,190]; CBaseMonster::CBaseMonster(); }