Added monster_scientist_dead

This commit is contained in:
Marco Cawthorne 2019-03-15 11:26:49 +01:00
parent 4ca8d1d240
commit 915e401998
4 changed files with 118 additions and 0 deletions

View file

@ -16,6 +16,7 @@ defs.h
../gs-entbase/server.src
valve/monster_rat.cpp
valve/monster_scientist_dead.cpp
../shared/decals.c
../shared/effects.c

View file

@ -17,6 +17,7 @@ defs.h
../gs-entbase/server.src
valve/monster_rat.cpp
scihunt/monster_scientist.cpp
valve/monster_scientist_dead.cpp
../shared/decals.c
../shared/effects.c

View file

@ -16,6 +16,7 @@ defs.h
../gs-entbase/server.src
valve/monster_rat.cpp
valve/monster_scientist_dead.cpp
../shared/decals.c
../shared/effects.c

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@ -0,0 +1,115 @@
/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum {
DSCIA_LYING1 = 37,
DSCIA_LYING2,
DSCIA_DEADSIT,
DSCIA_DEADTABLE1,
DSCIA_DEADTABLE2,
DSCIA_DEADTABLE3,
DSCIA_DEADHANG
};
class monster_scientist_dead:CBaseEntity
{
int m_iPose;
void() monster_scientist_dead;
virtual void() Hide;
virtual void() Respawn;
virtual void(int) vPain;
virtual void(int) vDeath;
virtual void() Gib;
};
void monster_scientist_dead::Gib(void)
{
takedamage = DAMAGE_NO;
Effect_GibHuman(this.origin);
Hide();
}
void monster_scientist_dead::vPain(int iHitBody)
{
}
void monster_scientist_dead::vDeath(int iHitBody)
{
if (health < -50) {
Gib();
return;
}
}
void monster_scientist_dead::Hide(void)
{
setmodel(this, "");
solid = SOLID_NOT;
movetype = MOVETYPE_NONE;
}
void monster_scientist_dead::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
setorigin(this, m_oldOrigin);
angles = v_angle;
solid = SOLID_CORPSE;
movetype = MOVETYPE_NONE;
setmodel(this, m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
takedamage = DAMAGE_YES;
health = 0;
velocity = [0,0,0];
iBleeds = TRUE;
switch (m_iPose) {
case 1:
frame = DSCIA_LYING2;
break;
case 2:
frame = DSCIA_DEADSIT;
break;
case 3:
frame = DSCIA_DEADHANG;
break;
case 4:
frame = DSCIA_DEADTABLE1;
break;
case 5:
frame = DSCIA_DEADTABLE2;
break;
case 6:
frame = DSCIA_DEADTABLE3;
break;
default:
frame = DSCIA_LYING1;
}
}
void monster_scientist_dead::monster_scientist_dead(void)
{
model = "models/scientist.mdl";
for (int i = 1; i < (tokenize(__fullspawndata)-1); i += 2) {
switch (argv(i)) {
case "pose":
m_iPose = stoi(argv(i+1));
default:
break;
}
}
CBaseEntity::CBaseEntity();
precache_model(m_oldModel);
Respawn();
}