valve/src/server/monster_nihilanth.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_nihilanth (0 0.8 0.8) (-192 -192 0) (192 192 384)
HALF-LIFE (1998) ENTITY
Nihilanth
*/
enum
{
NIL_IDLE,
NIL_ATTACK,
NIL_ATTACK2,
NIL_THROW,
NIL_BLOCK,
NIL_RECHARGE,
NIL_IDLEOPEN,
NIL_ATTACKOPEN,
NIL_ATTACKOPEN2,
NIL_FLINCH,
NIL_FLINCH2,
NIL_FALL,
NIL_DIE,
NIL_FORWARD,
NIL_BACK,
NIL_UP,
NIL_DOWN,
NIL_RIGHT,
NIL_LEFT,
NIL_WALK2,
NIL_SHOOT
};
class monster_nihilanth:CBaseMonster
{
float m_flIdleTime;
void(void) monster_nihilanth;
virtual void(void) Death;
virtual void(void) Pain;
virtual void(void) IdleNoise;
virtual void(void) Respawn;
};
void
monster_nihilanth::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
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_nihilanth.idle");
}
void
monster_nihilanth::Pain(void)
{
CBaseMonster::Pain();
if (m_flAnimTime > time) {
return;
}
if (random() < 0.25f) {
return;
}
Sound_Play(this, CHAN_VOICE, "monster_nihilanth.pain");
SetFrame((random() < 0.5) ? NIL_FLINCH : NIL_FLINCH2);
m_flAnimTime = time + 0.25f;
}
void
monster_nihilanth::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
SetFrame(NIL_DIE);
Sound_Play(this, CHAN_VOICE, "monster_nihilanth.die");
}
/* set the functional differences */
CBaseMonster::Death();
}
void
monster_nihilanth::Respawn(void)
{
CBaseMonster::Respawn();
SetFrame(NIL_IDLE);
}
void monster_nihilanth::monster_nihilanth(void)
{
Sound_Precache("monster_nihilanth.attack");
Sound_Precache("monster_nihilanth.attackball");
Sound_Precache("monster_nihilanth.attackballmove");
Sound_Precache("monster_nihilanth.die");
Sound_Precache("monster_nihilanth.idle");
Sound_Precache("monster_nihilanth.pain");
Sound_Precache("monster_nihilanth.recharge");
netname = "Nihilanth";
model = "models/nihilanth.mdl";
base_health = Skill_GetValue("nihilanth_health", 800);
base_mins = [-192,-192,-32];
base_maxs = [192,192,384];
CBaseMonster::CBaseMonster();
}