95 lines
2.1 KiB
Plaintext
95 lines
2.1 KiB
Plaintext
/*
|
|
* 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();
|
|
}
|