valve/src/server/monster_sentry.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_sentry (0 0.8 0.8) (-16 -16 0) (16 16 72)
HALF-LIFE (1998) ENTITY
Sentry Gun
*/
enum
{
SENT_IDLE,
SENT_FIRE,
SENT_SPIN,
SENT_DEPLOY,
SENT_RETIRE,
SENT_DIE
};
class monster_sentry:CBaseMonster
{
void(void) monster_sentry;
virtual void(void) Death;
virtual void(void) Respawn;
};
void
monster_sentry::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
SetFrame(SENT_DIE);
Sound_Play(this, CHAN_VOICE, "monster_sentry.die");
}
/* set the functional differences */
CBaseMonster::Death();
}
void
monster_sentry::Respawn(void)
{
CBaseMonster::Respawn();
SetFrame(SENT_IDLE);
iBleeds = FALSE;
}
void monster_sentry::monster_sentry(void)
{
Sound_Precache("monster_sentry.alert");
Sound_Precache("monster_sentry.die");
Sound_Precache("monster_sentry.idle");
Sound_Precache("monster_sentry.retract");
netname = "Sentry";
model = "models/sentry.mdl";
base_health = Skill_GetValue("sentry_health", 40);
base_mins = [-16,-16,0];
base_maxs = [16,16,72];
CBaseMonster::CBaseMonster();
}