135 lines
2.9 KiB
Plaintext
135 lines
2.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <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_nihilanth (0 0.8 0.8) (-192 -192 0) (192 192 384)
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HALF-LIFE (1998) ENTITY
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Nihilanth
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*/
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enum
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{
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NIL_IDLE,
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NIL_ATTACK,
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NIL_ATTACK2,
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NIL_THROW,
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NIL_BLOCK,
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NIL_RECHARGE,
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NIL_IDLEOPEN,
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NIL_ATTACKOPEN,
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NIL_ATTACKOPEN2,
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NIL_FLINCH,
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NIL_FLINCH2,
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NIL_FALL,
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NIL_DIE,
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NIL_FORWARD,
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NIL_BACK,
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NIL_UP,
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NIL_DOWN,
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NIL_RIGHT,
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NIL_LEFT,
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NIL_WALK2,
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NIL_SHOOT
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};
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class monster_nihilanth:CBaseMonster
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{
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float m_flIdleTime;
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void(void) monster_nihilanth;
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virtual void(void) Death;
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virtual void(void) Pain;
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virtual void(void) IdleNoise;
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virtual void(void) Respawn;
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};
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void
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monster_nihilanth::IdleNoise(void)
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{
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/* don't make noise if we're dead (corpse) */
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if (style == MONSTER_DEAD) {
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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_nihilanth.idle");
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}
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void
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monster_nihilanth::Pain(void)
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{
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CBaseMonster::Pain();
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if (m_flAnimTime > time) {
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return;
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}
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if (random() < 0.25f) {
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return;
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}
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Sound_Play(this, CHAN_VOICE, "monster_nihilanth.pain");
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SetFrame((random() < 0.5) ? NIL_FLINCH : NIL_FLINCH2);
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m_flAnimTime = time + 0.25f;
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}
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void
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monster_nihilanth::Death(void)
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{
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/* if we're already dead (corpse) don't change animations */
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if (style != MONSTER_DEAD) {
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SetFrame(NIL_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_nihilanth.die");
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}
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/* set the functional differences */
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CBaseMonster::Death();
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}
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void
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monster_nihilanth::Respawn(void)
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{
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CBaseMonster::Respawn();
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SetFrame(NIL_IDLE);
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}
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void monster_nihilanth::monster_nihilanth(void)
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{
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Sound_Precache("monster_nihilanth.attack");
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Sound_Precache("monster_nihilanth.attackball");
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Sound_Precache("monster_nihilanth.attackballmove");
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Sound_Precache("monster_nihilanth.die");
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Sound_Precache("monster_nihilanth.idle");
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Sound_Precache("monster_nihilanth.pain");
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Sound_Precache("monster_nihilanth.recharge");
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netname = "Nihilanth";
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model = "models/nihilanth.mdl";
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base_health = Skill_GetValue("nihilanth_health", 800);
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base_mins = [-192,-192,-32];
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base_maxs = [192,192,384];
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CBaseMonster::CBaseMonster();
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}
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