valve/src/server/monster_tentacle.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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_tentacle (0 0.8 0.8) (-32 -32 0) (32 32 64)
HALF-LIFE (1998) ENTITY
Tentacle
*/
enum
{
TE_IDLEPIT,
TE_RISE,
TE_TOFLOOR1,
TE_IDLE,
TE_PISSED,
TE_SMALLRISE,
TE_WAVE,
TE_STRIKE,
TE_TAP,
TE_ROTATE,
TE_REAR,
TE_REARIDLE,
TE_TOLEV1,
TE_IDELLEV1,
TE_FIDGETLEV1,
TE_SNAPLEV1,
TE_STRIKELEV1,
TE_TAPLEV1,
TE_ROTATELEV1,
TE_REARLEV1,
TE_REARIDELLEV1,
TE_TOLEV2,
TE_IDLELEV2,
TE_FIDGETLEV2,
TE_SNAPLEV2,
TE_SWINGLEV2,
TE_TUTLEV2,
TE_STRIKELEV2,
TE_TAPLEV2,
TE_ROTATELEV2,
TE_REARLEV2,
TE_FREAKDIE,
TE_REARIDLE2,
TE_TOLEV3,
TE_IDLELEV3,
TE_FIDGETLEV3,
TE_SIDELEV3,
TE_SWIPELEV3,
TE_STRIKELEV3,
TE_TAPLEV3,
TE_ROTATELEV3,
TE_REARLEV3,
TE_REARIDLELEV3,
TE_DOORLEV1,
TE_ENGINELEV3,
TE_ENGINEIDLE,
TE_ENGINESWAY,
TE_ENGINESWAT,
TE_ENGINEBOB,
TE_ENGINEDEATH,
TE_ENGINEDEATH2,
TE_ENGINEDEATH3,
TE_GRABIDLE,
TE_GRAB
};
class monster_tentacle:NSMonster
{
float m_flIdleTime;
void(void) monster_tentacle;
virtual void(void) IdleNoise;
virtual void(void) Respawn;
virtual void(void) Spawned;
};
void
monster_tentacle::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (IsAlive() == false) {
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_tentacle.idle");
}
void
monster_tentacle::Respawn(void)
{
super::Respawn();
/* not entirely true, takes damage then retreats and reheals */
takedamage = DAMAGE_NO;
iBleeds = FALSE;
SetFrame(TE_IDLE);
}
void
monster_tentacle::Spawned(void)
{
super::Spawned();
Sound_Precache("monster_tentacle.alert");
Sound_Precache("monster_tentacle.attack");
Sound_Precache("monster_tentacle.die");
Sound_Precache("monster_tentacle.idle");
}
void
monster_tentacle::monster_tentacle(void)
{
netname = "Tentacle";
model = "models/tentacle2.mdl";
base_mins = [-32,-32,0];
base_maxs = [32,32,64];
}