valve/src/server/monster_human_assassin.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_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();
}