BaseMonster: Went over various monsters to fix gibbing since that had
regressed with the way we do damage now. Replaced all 'frame=' assignments with SetFrame calls so it gets networked.
This commit is contained in:
parent
2a6ff3babd
commit
5ce957bb20
28 changed files with 102 additions and 96 deletions
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@ -25,7 +25,8 @@ enum
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MONSTER_IDLE,
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MONSTER_WALK,
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MONSTER_RUN,
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MONSTER_DEAD
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MONSTER_DEAD,
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MONSTER_GIBBED,
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};
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enum
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@ -354,8 +355,15 @@ CBaseMonster::Pain(int iHitBody)
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void
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CBaseMonster::Death(int iHitBody)
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{
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/* we were already dead before, so gib */
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if (style == MONSTER_DEAD) {
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Gib();
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return;
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}
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m_iFlags = 0x0;
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/* if we make more than 50 damage, gib immediately */
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if (health < -50) {
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Gib();
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return;
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@ -363,11 +371,13 @@ CBaseMonster::Death(int iHitBody)
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/* make sure we're not causing any more obituaries */
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flags &= ~FL_MONSTER;
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m_iFlags = 0x0;
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/* gibbing action */
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style = MONSTER_DEAD;
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SetSolid(SOLID_CORPSE);
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_CORPSE);
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health = 50 + health;
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style = MONSTER_DEAD;
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}
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void
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@ -286,10 +286,8 @@ CSEv_AmmoBuyPrimary(void)
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}
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void
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Ammo_AutoFill(float fWeapon)
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Ammo_AutoFill(player pl)
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{
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player pl = (player)self;
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if (autocvar_fcs_fillweapons == FALSE) {
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return;
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}
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@ -67,7 +67,7 @@ OP4CTFRules::PlayerDeath(player pl)
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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sound(pl, CHAN_AUTO, "fvox/flatline.wav", 1.0, ATTN_NORM);
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (pl.health < -50) {
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pl.health = 0;
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@ -370,7 +370,7 @@ void monster_scientist::Physics(void)
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input_impulse = 0;
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input_buttons = 0;
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if (style != SCI_DEAD) {
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if (style != MONSTER_DEAD) {
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if (!(m_iFlags & SCIF_SEEN)) {
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for (entity b = world; (b = find(b, ::classname, "player"));) {
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/* Find players in a 256 unit radius */
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@ -552,7 +552,10 @@ void monster_scientist::PlayerUse(void)
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void monster_scientist::Pain(int iHitBody)
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{
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if (style == MONSTER_DEAD) {
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return;
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}
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WarnOthers();
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if (m_flPainTime > time) {
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@ -574,6 +577,11 @@ void monster_scientist::Pain(int iHitBody)
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void monster_scientist::Death(int iHitBody)
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{
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if (style == MONSTER_DEAD) {
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Gib();
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return;
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}
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int r;
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r = floor(random(0,sci_snddie.length));
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Speak(sci_snddie[r]);
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@ -584,7 +592,6 @@ void monster_scientist::Death(int iHitBody)
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nextthink = time + 10.0f;
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m_eUser = world;
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//customphysics = __NULL__;
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m_iFlags = 0x0;
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if (health < -50) {
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@ -593,14 +600,13 @@ void monster_scientist::Death(int iHitBody)
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}
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flags &= ~FL_MONSTER;
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movetype = MOVETYPE_NONE;
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solid = SOLID_CORPSE;
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//takedamage = DAMAGE_NO;
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SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
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if (style != SCI_DEAD) {
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SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
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style = SCI_DEAD;
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}
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/* corpse health */
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_CORPSE);
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health = 50 + health;
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style = MONSTER_DEAD;
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}
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void monster_scientist::Hide(void)
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@ -628,7 +634,7 @@ void monster_scientist::Respawn(void)
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SetFrame(SCIA_IDLE1);
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takedamage = DAMAGE_YES;
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iBleeds = TRUE;
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style = SCI_IDLE;
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style = MONSTER_IDLE;
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health = 50;
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velocity = [0,0,0];
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m_iFlags = 0x0;
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@ -72,7 +72,7 @@ monster_alien_controller::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_alien_controller.die");
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frame = CON_FLINCH + floor(random(0, 2));
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SetFrame(CON_FLINCH + floor(random(0, 2)));
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m_flPainTime = time + 0.25f;
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}
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@ -81,7 +81,7 @@ monster_alien_controller::Death(int iHitBody)
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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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frame = CON_DIE;
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SetFrame(CON_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_alien_controller.die");
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}
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@ -85,7 +85,7 @@ monster_alien_grunt::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_alien_grunt.pain");
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frame = AG_FLINCH + floor(random(0, 2));
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SetFrame(AG_FLINCH + floor(random(0, 2)));
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m_flPainTime = time + 0.25f;
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}
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@ -97,12 +97,12 @@ monster_alien_grunt::Death(int iHitBody)
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/* headshots == different animation */
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if (iHitBody == BODY_HEAD) {
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if (random() < 0.5) {
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frame = AG_DIEHS;
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SetFrame(AG_DIEHS);
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} else {
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frame = AG_DIEFORWARD;
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SetFrame(AG_DIEFORWARD);
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}
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} else {
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frame = AG_DIE + floor(random(0, 2));
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SetFrame(AG_DIE + floor(random(0, 2)));
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}
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Sound_Play(this, CHAN_VOICE, "monster_alien_grunt.die");
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@ -132,7 +132,7 @@ void
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monster_alien_grunt::Respawn(void)
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{
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CBaseMonster::Respawn();
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frame = AG_IDLE;
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SetFrame(AG_IDLE);
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}
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void
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@ -95,7 +95,7 @@ monster_alien_slave::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_alien_slave.pain");
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frame = SLV_FLINCH + floor(random(0, 2));
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SetFrame(SLV_FLINCH + floor(random(0, 2)));
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m_flPainTime = time + 0.25f;
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}
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@ -107,12 +107,12 @@ monster_alien_slave::Death(int iHitBody)
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/* headshots == different animation */
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if (iHitBody == BODY_HEAD) {
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if (random() < 0.5) {
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frame = SLV_DIEHS;
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SetFrame(SLV_DIEHS);
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} else {
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frame = SLV_DIEBACK;
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SetFrame(SLV_DIEBACK);
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}
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} else {
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frame = SLV_DIE + floor(random(0, 3));
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SetFrame(SLV_DIE + floor(random(0, 3)));
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}
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Sound_Play(this, CHAN_VOICE, "monster_alien_slave.die");
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@ -126,7 +126,7 @@ void
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monster_alien_slave::Respawn(void)
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{
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CBaseNPC::Respawn();
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frame = SLV_IDLE;
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SetFrame(SLV_IDLE);
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}
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void
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@ -55,8 +55,7 @@ monster_barnacle::Death(int iHitBody)
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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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frame = BCL_DIE;
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SetFrame(BCL_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_barnacle.die");
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}
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@ -68,7 +67,7 @@ void
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monster_barnacle::Respawn(void)
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{
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CBaseMonster::Respawn();
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frame = BCL_IDLE;
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SetFrame(BCL_IDLE);
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}
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void monster_barnacle::monster_barnacle(void)
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@ -101,7 +101,7 @@ monster_barney::Pain(int iHitBody)
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Sound_Speak(this, "monster_barney.pain");
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frame = BA_FLINCH_LA + floor(random(0, 5));
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SetFrame(BA_FLINCH_LA + floor(random(0, 5)));
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m_iFlags |= MONSTER_FEAR;
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m_flAnimTime = time + 0.25f;
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}
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@ -111,11 +111,9 @@ monster_barney::Death(int iHitBody)
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{
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WarnAllies();
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Sound_Speak(this, "monster_barney.die");
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if (style != MONSTER_DEAD) {
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frame = 25 + floor(random(0, 6));
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style = MONSTER_DEAD;
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SetFrame(25 + floor(random(0, 6)));
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Sound_Speak(this, "monster_barney.die");
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}
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/* now mark our state as 'dead' */
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@ -62,7 +62,7 @@ void monster_barney_dead::Respawn(void)
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health = 0;
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velocity = [0,0,0];
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iBleeds = TRUE;
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frame = 35 + m_iPose;
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SetFrame(35 + m_iPose);
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}
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void monster_barney_dead::monster_barney_dead(void)
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@ -89,7 +89,7 @@ monster_bigmomma::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_bigmomma.pain");
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frame = GON_FLINCH;
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SetFrame(GON_FLINCH);
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m_flAnimTime = time + 0.25f;
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}
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@ -98,7 +98,7 @@ monster_bigmomma::Death(int iHitBody)
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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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frame = GON_DIE;
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SetFrame(GON_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_bigmomma.die");
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}
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@ -110,7 +110,7 @@ void
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monster_bigmomma::Respawn(void)
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{
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CBaseMonster::Respawn();
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frame = GON_IDLE;
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SetFrame(GON_IDLE);
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}
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void monster_bigmomma::monster_bigmomma(void)
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@ -117,7 +117,7 @@ monster_bullchicken::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_bullchicken.pain");
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frame = (random() < 0.5) ? BULL_FLINCH : BULL_FLINCH2;
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SetFrame((random() < 0.5) ? BULL_FLINCH : BULL_FLINCH2);
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m_flAnimTime = time + 0.25f;
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}
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@ -128,7 +128,7 @@ monster_bullchicken::Death(int iHitBody)
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if (style != MONSTER_DEAD) {
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/* two different animations */
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frame = (random() < 0.5) ? BULL_DIE : BULL_DIE2;
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SetFrame((random() < 0.5) ? BULL_DIE : BULL_DIE2);
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Sound_Play(this, CHAN_VOICE, "monster_bullchicken.die");
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}
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@ -91,7 +91,7 @@ monster_gargantua::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_gargantua.pain");
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frame = (random() < 0.5) ? GARG_FLINCH : GARG_FLINCH2;
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SetFrame((random() < 0.5) ? GARG_FLINCH : GARG_FLINCH2);
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m_flAnimTime = time + 0.25f;
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}
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@ -100,9 +100,7 @@ monster_gargantua::Death(int iHitBody)
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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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frame = GARG_DIE;
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SetFrame(GARG_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_gargantua.die");
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}
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@ -114,7 +112,7 @@ void
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monster_gargantua::Respawn(void)
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{
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CBaseMonster::Respawn();
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frame = GARG_IDLE;
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SetFrame(GARG_IDLE);
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/* takes damage from explosives only
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* takedamage = DAMAGE_NO; */
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iBleeds = FALSE;
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@ -72,7 +72,7 @@ void monster_gman::Respawn(void)
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{
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/* he can't die, he's the G-Man! */
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CBaseMonster::Respawn();
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frame = GMAN_IDLE;
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SetFrame(GMAN_IDLE);
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takedamage = DAMAGE_NO;
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iBleeds = FALSE;
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}
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@ -95,7 +95,7 @@ monster_headcrab::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_headcrab.pain");
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frame = HC_FLINCH;
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SetFrame(HC_FLINCH);
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m_flAnimTime = time + 0.25f;
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}
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@ -104,8 +104,7 @@ monster_headcrab::Death(int iHitBody)
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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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frame = HC_DIE;
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SetFrame(HC_DIE);
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Sound_Play(this, CHAN_VOICE, "monster_headcrab.die");
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}
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@ -62,7 +62,7 @@ void monster_hevsuit_dead::Respawn(void)
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health = 0;
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velocity = [0,0,0];
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iBleeds = TRUE;
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frame = 73 + m_iPose;
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SetFrame(73 + m_iPose);
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SendFlags |= NPC_BODY;
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}
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@ -62,7 +62,7 @@ void monster_hgrunt_dead::Respawn(void)
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health = 0;
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velocity = [0,0,0];
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iBleeds = TRUE;
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frame = 44 + m_iPose;
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SetFrame(44 + m_iPose);
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SendFlags |= NPC_BODY;
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}
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@ -83,7 +83,7 @@ monster_houndeye::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_houndeye.pain");
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frame = HE_FLINCH + floor(random(0, 2));
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SetFrame(HE_FLINCH + floor(random(0, 2)));
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m_flAnimTime = time + 0.25f;
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}
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@ -92,7 +92,7 @@ monster_houndeye::Death(int iHitBody)
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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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frame = HE_DIE + floor(random(0, 4));
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SetFrame(HE_DIE + floor(random(0, 4)));
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Sound_Play(this, CHAN_VOICE, "monster_houndeye.die");
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}
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@ -121,7 +121,7 @@ void
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monster_houndeye::Respawn(void)
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{
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CBaseMonster::Respawn();
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frame = HE_IDLE;
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SetFrame(HE_IDLE);
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}
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void
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@ -62,12 +62,12 @@ monster_human_assassin::Death(int iHitBody)
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/* this animation may not have been used, but it looks cool */
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if (iHitBody == BODY_HEAD) {
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if (random() < 0.5) {
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frame = HAS_DIERUN;
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SetFrame(HAS_DIERUN);
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} else {
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frame = HAS_DIEBACK;
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SetFrame(HAS_DIEBACK);
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}
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} else {
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frame = HAS_DIE;
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SetFrame(HAS_DIE);
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}
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}
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@ -183,7 +183,7 @@ monster_human_grunt::Pain(int iHitBody)
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}
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Sound_Play(this, CHAN_VOICE, "monster_human_grunt.pain");
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frame = GR_FLINCH;
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SetFrame(GR_FLINCH);
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m_flAnimTime = time + 0.25f;
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}
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@ -196,12 +196,12 @@ monster_human_grunt::Death(int iHitBody)
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/* this animation may not have been used, but it looks cool */
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if (iHitBody == BODY_HEAD) {
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if (random() < 0.5) {
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frame = GR_DIEHS;
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SetFrame(GR_DIEHS);
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} else {
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frame = GR_DIEBACK;
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||||
SetFrame(GR_DIEBACK);
|
||||
}
|
||||
} else {
|
||||
frame = GR_DIE;
|
||||
SetFrame(GR_DIE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -214,7 +214,7 @@ void
|
|||
monster_human_grunt::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = GR_IDLE;
|
||||
SetFrame(GR_IDLE);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -68,7 +68,7 @@ monster_ichthyosaur::Pain(int iHitBody)
|
|||
}
|
||||
|
||||
Sound_Play(this, CHAN_VOICE, "monster_ichthyosaur.pain");
|
||||
frame = ICHY_FLINCH + floor(random(0, 2));
|
||||
SetFrame(ICHY_FLINCH + floor(random(0, 2)));
|
||||
m_flAnimTime = time + 0.25f;
|
||||
}
|
||||
|
||||
|
@ -81,13 +81,13 @@ monster_ichthyosaur::Death(int iHitBody)
|
|||
|
||||
switch (r) {
|
||||
case 1:
|
||||
frame = ICHY_DIE2;
|
||||
SetFrame(ICHY_DIE2);
|
||||
break;
|
||||
case 2:
|
||||
frame = ICHY_DIE3;
|
||||
SetFrame(ICHY_DIE3);
|
||||
break;
|
||||
default:
|
||||
frame = ICHY_DIE1;
|
||||
SetFrame(ICHY_DIE1);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -118,7 +118,7 @@ void
|
|||
monster_ichthyosaur::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = ICHY_IDLE;
|
||||
SetFrame(ICHY_IDLE);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -48,7 +48,7 @@ class monster_leech:CBaseMonster
|
|||
void
|
||||
monster_leech::DeathEnd(void)
|
||||
{
|
||||
frame = LEECH_DIEEND;
|
||||
SetFrame(LEECH_DIEEND);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -56,7 +56,7 @@ monster_leech::Death(int iHitBody)
|
|||
{
|
||||
/* if we're already dead (corpse) don't change animations */
|
||||
if (style != MONSTER_DEAD) {
|
||||
frame = LEECH_DIE;
|
||||
SetFrame(LEECH_DIE);
|
||||
think = DeathEnd;
|
||||
nextthink = time + 1.0f;
|
||||
}
|
||||
|
@ -69,7 +69,7 @@ void
|
|||
monster_leech::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = LEECH_SWIM;
|
||||
SetFrame(LEECH_SWIM);
|
||||
}
|
||||
|
||||
void monster_leech::monster_leech(void)
|
||||
|
|
|
@ -91,7 +91,7 @@ monster_nihilanth::Pain(int iHitBody)
|
|||
|
||||
Sound_Play(this, CHAN_VOICE, "monster_nihilanth.pain");
|
||||
|
||||
frame = (random() < 0.5) ? NIL_FLINCH : NIL_FLINCH2;
|
||||
SetFrame((random() < 0.5) ? NIL_FLINCH : NIL_FLINCH2);
|
||||
m_flAnimTime = time + 0.25f;
|
||||
}
|
||||
|
||||
|
@ -100,7 +100,7 @@ monster_nihilanth::Death(int iHitBody)
|
|||
{
|
||||
/* if we're already dead (corpse) don't change animations */
|
||||
if (style != MONSTER_DEAD) {
|
||||
frame = NIL_DIE;
|
||||
SetFrame(NIL_DIE);
|
||||
Sound_Play(this, CHAN_VOICE, "monster_nihilanth.die");
|
||||
}
|
||||
|
||||
|
@ -112,7 +112,7 @@ void
|
|||
monster_nihilanth::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = NIL_IDLE;
|
||||
SetFrame(NIL_IDLE);
|
||||
}
|
||||
|
||||
void monster_nihilanth::monster_nihilanth(void)
|
||||
|
|
|
@ -136,11 +136,9 @@ monster_scientist::Death(int iHitBody)
|
|||
{
|
||||
WarnAllies();
|
||||
|
||||
Sound_Speak(this, "monster_scientist.die");
|
||||
|
||||
if (style != MONSTER_DEAD) {
|
||||
frame = SCIA_DIE_SIMPLE + floor(random(0, 6));
|
||||
style = MONSTER_DEAD;
|
||||
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
|
||||
Sound_Speak(this, "monster_scientist.die");
|
||||
}
|
||||
|
||||
/* now mark our state as 'dead' */
|
||||
|
|
|
@ -77,25 +77,25 @@ void monster_scientist_dead::Respawn(void)
|
|||
|
||||
switch (m_iPose) {
|
||||
case 1:
|
||||
frame = DSCIA_LYING2;
|
||||
SetFrame(DSCIA_LYING2);
|
||||
break;
|
||||
case 2:
|
||||
frame = DSCIA_DEADSIT;
|
||||
SetFrame(DSCIA_DEADSIT);
|
||||
break;
|
||||
case 3:
|
||||
frame = DSCIA_DEADHANG;
|
||||
SetFrame(DSCIA_DEADHANG);
|
||||
break;
|
||||
case 4:
|
||||
frame = DSCIA_DEADTABLE1;
|
||||
SetFrame(DSCIA_DEADTABLE1);
|
||||
break;
|
||||
case 5:
|
||||
frame = DSCIA_DEADTABLE2;
|
||||
SetFrame(DSCIA_DEADTABLE2);
|
||||
break;
|
||||
case 6:
|
||||
frame = DSCIA_DEADTABLE3;
|
||||
SetFrame(DSCIA_DEADTABLE3);
|
||||
break;
|
||||
default:
|
||||
frame = DSCIA_LYING1;
|
||||
SetFrame(DSCIA_LYING1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ monster_sentry::Death(int iHitBody)
|
|||
{
|
||||
/* if we're already dead (corpse) don't change animations */
|
||||
if (style != MONSTER_DEAD) {
|
||||
frame = SENT_DIE;
|
||||
SetFrame(SENT_DIE);
|
||||
Sound_Play(this, CHAN_VOICE, "monster_sentry.die");
|
||||
}
|
||||
|
||||
|
@ -59,7 +59,7 @@ void
|
|||
monster_sentry::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = SENT_IDLE;
|
||||
SetFrame(SENT_IDLE);
|
||||
iBleeds = FALSE;
|
||||
}
|
||||
|
||||
|
|
|
@ -114,7 +114,7 @@ monster_tentacle::Respawn(void)
|
|||
/* not entirely true, takes damage then retreats and reheals */
|
||||
takedamage = DAMAGE_NO;
|
||||
iBleeds = FALSE;
|
||||
frame = TE_IDLE;
|
||||
SetFrame(TE_IDLE);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -96,7 +96,7 @@ monster_zombie::Pain(int iHitBody)
|
|||
}
|
||||
|
||||
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
|
||||
frame = ZO_FLINCH + floor(random(0, 2));
|
||||
SetFrame(ZO_FLINCH + floor(random(0, 2)));
|
||||
m_flAnimTime = time + 0.25f;
|
||||
}
|
||||
|
||||
|
@ -108,12 +108,12 @@ monster_zombie::Death(int iHitBody)
|
|||
/* headshots == different animation */
|
||||
if (iHitBody == BODY_HEAD) {
|
||||
if (random() < 0.5) {
|
||||
frame = ZO_DIEHS;
|
||||
SetFrame(ZO_DIEHS);
|
||||
} else {
|
||||
frame = ZO_DIEHS2;
|
||||
SetFrame(ZO_DIEHS2);
|
||||
}
|
||||
} else {
|
||||
frame = ZO_DIE + floor(random(0, 3));
|
||||
SetFrame(ZO_DIE + floor(random(0, 3)));
|
||||
}
|
||||
|
||||
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
|
||||
|
@ -143,7 +143,7 @@ void
|
|||
monster_zombie::Respawn(void)
|
||||
{
|
||||
CBaseMonster::Respawn();
|
||||
frame = ZO_IDLE;
|
||||
SetFrame(ZO_IDLE);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
Loading…
Reference in a new issue