Half-Life: Mark monster_barney as friend to avoid confusion. Make it so his pain animation interrupts firing time.

This commit is contained in:
Marco Cawthorne 2020-08-03 23:41:25 +02:00
parent 30b72b0e3e
commit 6dbfff0b68

View file

@ -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();
}