/* * 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_human_assassin (0 0.8 0.8) (-16 -16 0) (16 16 72) HALF-LIFE (1998) ENTITY Black Ops - Assassin */ enum { HAS_IDLE, HAS_IDLE3, HAS_IDLE2, HAS_RUN, HAS_WALK, HAS_SHOOT, HAS_NADETHROW, HAS_KICK, HAS_KICK2, HAS_DIERUN, HAS_DIEBACK, HAS_DIE, HAS_JUMP, HAS_UP, HAS_UNUSED, HAS_ATTACKDOWN, HAS_LAND }; class monster_human_assassin:CBaseMonster { float m_flIdleTime; void(void) monster_human_assassin; virtual void(void) Death; virtual void(void) Respawn; }; void monster_human_assassin::Death(void) { /* if we're already dead (corpse) don't change animations */ if (style != MONSTER_DEAD) { /* headshots == different animation */ /* this animation may not have been used, but it looks cool */ if (g_dmg_iHitBody == BODY_HEAD) { if (random() < 0.5) { SetFrame(HAS_DIERUN); } else { SetFrame(HAS_DIEBACK); } } else { SetFrame(HAS_DIE); } } /* set the functional differences */ CBaseMonster::Death(); } void monster_human_assassin::Respawn(void) { CBaseMonster::Respawn(); frame = HAS_IDLE; } void monster_human_assassin::monster_human_assassin(void) { netname = "Assassin"; model = "models/hassassin.mdl"; base_health = Skill_GetValue("hassassin_health", 50); base_mins = [-16,-16,0]; base_maxs = [16,16,72]; CBaseMonster::CBaseMonster(); }