From 6dbfff0b68309011dc128799550c8d3a27b39e30 Mon Sep 17 00:00:00 2001 From: Marco Hladik Date: Mon, 3 Aug 2020 23:41:25 +0200 Subject: [PATCH] Half-Life: Mark monster_barney as friend to avoid confusion. Make it so his pain animation interrupts firing time. --- src/server/valve/monster_barney.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/server/valve/monster_barney.cpp b/src/server/valve/monster_barney.cpp index dc7d2005..b8e6b053 100644 --- a/src/server/valve/monster_barney.cpp +++ b/src/server/valve/monster_barney.cpp @@ -108,6 +108,7 @@ monster_barney::AttackRanged(void) m_flAttackThink = time + 0.4f; /* functional */ + v_angle = vectoangles(m_eEnemy.origin - origin); TraceAttack_FireBullets(1, origin + [0,0,16], 8, [0.01,0,01], 2); Sound_Play(this, CHAN_WEAPON, "weapon_glock.fire"); return TRUE; @@ -141,9 +142,9 @@ monster_barney::Pain(int iHitBody) Sound_Speak(this, "monster_barney.pain"); - SetFrame(BA_FLINCH_LA + floor(random(0, 5))); + AnimPlay(BA_FLINCH_LA + floor(random(0, 5))); + m_flAttackThink = m_flAnimTime; m_iFlags |= MONSTER_FEAR; - m_flAnimTime = time + 0.25f; } void @@ -202,5 +203,6 @@ monster_barney::monster_barney(void) base_health = Skill_GetValue("barney_health"); base_mins = [-16,-16,0]; base_maxs = [16,16,72]; + m_iAlliance = MAL_FRIEND; CBaseNPC::CBaseNPC(); }