140 lines
2.7 KiB
Plaintext
140 lines
2.7 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED monster_tentacle (0 0.8 0.8) (-32 -32 0) (32 32 64)
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HALF-LIFE (1998) ENTITY
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Tentacle
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*/
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enum
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{
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TE_IDLEPIT,
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TE_RISE,
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TE_TOFLOOR1,
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TE_IDLE,
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TE_PISSED,
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TE_SMALLRISE,
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TE_WAVE,
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TE_STRIKE,
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TE_TAP,
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TE_ROTATE,
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TE_REAR,
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TE_REARIDLE,
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TE_TOLEV1,
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TE_IDELLEV1,
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TE_FIDGETLEV1,
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TE_SNAPLEV1,
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TE_STRIKELEV1,
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TE_TAPLEV1,
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TE_ROTATELEV1,
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TE_REARLEV1,
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TE_REARIDELLEV1,
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TE_TOLEV2,
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TE_IDLELEV2,
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TE_FIDGETLEV2,
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TE_SNAPLEV2,
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TE_SWINGLEV2,
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TE_TUTLEV2,
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TE_STRIKELEV2,
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TE_TAPLEV2,
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TE_ROTATELEV2,
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TE_REARLEV2,
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TE_FREAKDIE,
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TE_REARIDLE2,
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TE_TOLEV3,
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TE_IDLELEV3,
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TE_FIDGETLEV3,
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TE_SIDELEV3,
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TE_SWIPELEV3,
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TE_STRIKELEV3,
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TE_TAPLEV3,
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TE_ROTATELEV3,
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TE_REARLEV3,
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TE_REARIDLELEV3,
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TE_DOORLEV1,
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TE_ENGINELEV3,
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TE_ENGINEIDLE,
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TE_ENGINESWAY,
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TE_ENGINESWAT,
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TE_ENGINEBOB,
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TE_ENGINEDEATH,
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TE_ENGINEDEATH2,
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TE_ENGINEDEATH3,
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TE_GRABIDLE,
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TE_GRAB
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};
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class monster_tentacle:NSMonster
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{
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float m_flIdleTime;
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void(void) monster_tentacle;
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virtual void(void) IdleNoise;
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virtual void(void) Respawn;
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virtual void(void) Spawned;
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};
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void
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monster_tentacle::IdleNoise(void)
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{
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/* don't make noise if we're dead (corpse) */
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if (IsAlive() == false) {
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return;
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}
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if (m_flIdleTime > time) {
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return;
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}
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/* timing needs to adjusted as sounds conflict */
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m_flIdleTime = time + random(2,10);
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Sound_Play(this, CHAN_VOICE, "monster_tentacle.idle");
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}
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void
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monster_tentacle::Respawn(void)
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{
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super::Respawn();
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/* not entirely true, takes damage then retreats and reheals */
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takedamage = DAMAGE_NO;
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iBleeds = FALSE;
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SetFrame(TE_IDLE);
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}
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void
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monster_tentacle::Spawned(void)
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{
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super::Spawned();
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Sound_Precache("monster_tentacle.alert");
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Sound_Precache("monster_tentacle.attack");
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Sound_Precache("monster_tentacle.die");
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Sound_Precache("monster_tentacle.idle");
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}
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void
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monster_tentacle::monster_tentacle(void)
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{
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netname = "Tentacle";
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model = "models/tentacle2.mdl";
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base_mins = [-32,-32,0];
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base_maxs = [32,32,64];
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}
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