valve/src/server/monster_hevsuit_dead.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <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_hevsuit_dead (0 0.8 0.8) (-16 -16 0) (16 16 72)
HALF-LIFE (1998) ENTITY
HEV-Suit/Player's corpse
*/
class monster_hevsuit_dead:CBaseMonster
{
int m_iPose;
void(void) monster_hevsuit_dead;
virtual void(void) Hide;
virtual void(void) Respawn;
virtual void(void) Gib;
virtual void(string, string) SpawnKey;
};
void
monster_hevsuit_dead::Gib(void)
{
takedamage = DAMAGE_NO;
FX_GibHuman(this.origin);
Hide();
}
void
monster_hevsuit_dead::Hide(void)
{
SetModel("");
solid = SOLID_NOT;
movetype = MOVETYPE_NONE;
}
void
monster_hevsuit_dead::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
SetOrigin(m_oldOrigin);
angles = v_angle;
solid = SOLID_CORPSE;
movetype = MOVETYPE_NONE;
SetModel(m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
takedamage = DAMAGE_YES;
health = 0;
velocity = [0,0,0];
iBleeds = TRUE;
SetFrame(73 + m_iPose);
SendFlags |= NPC_BODY;
}
void
monster_hevsuit_dead::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "pose":
m_iPose = stoi(strValue);
break;
case "body":
SetBody(stoi(strValue) + 1);
break;
case "skin":
SetSkin(stoi(strValue));
break;
default:
CBaseMonster::SpawnKey(strKey, strValue);
}
}
void
monster_hevsuit_dead::monster_hevsuit_dead(void)
{
model = "models/player.mdl";
m_iBody = 2;
CBaseMonster::CBaseMonster();
}