Added monster_scientist_dead
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4ca8d1d240
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4 changed files with 118 additions and 0 deletions
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@ -16,6 +16,7 @@ defs.h
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../gs-entbase/server.src
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valve/monster_rat.cpp
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valve/monster_scientist_dead.cpp
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../shared/decals.c
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../shared/effects.c
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@ -17,6 +17,7 @@ defs.h
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../gs-entbase/server.src
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valve/monster_rat.cpp
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scihunt/monster_scientist.cpp
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valve/monster_scientist_dead.cpp
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../shared/decals.c
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../shared/effects.c
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@ -16,6 +16,7 @@ defs.h
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../gs-entbase/server.src
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valve/monster_rat.cpp
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valve/monster_scientist_dead.cpp
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../shared/decals.c
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../shared/effects.c
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115
Source/server/valve/monster_scientist_dead.cpp
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115
Source/server/valve/monster_scientist_dead.cpp
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum {
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DSCIA_LYING1 = 37,
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DSCIA_LYING2,
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DSCIA_DEADSIT,
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DSCIA_DEADTABLE1,
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DSCIA_DEADTABLE2,
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DSCIA_DEADTABLE3,
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DSCIA_DEADHANG
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};
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class monster_scientist_dead:CBaseEntity
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{
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int m_iPose;
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void() monster_scientist_dead;
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virtual void() Hide;
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virtual void() Respawn;
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virtual void(int) vPain;
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virtual void(int) vDeath;
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virtual void() Gib;
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};
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void monster_scientist_dead::Gib(void)
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{
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takedamage = DAMAGE_NO;
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Effect_GibHuman(this.origin);
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Hide();
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}
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void monster_scientist_dead::vPain(int iHitBody)
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{
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}
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void monster_scientist_dead::vDeath(int iHitBody)
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{
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if (health < -50) {
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Gib();
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return;
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}
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}
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void monster_scientist_dead::Hide(void)
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{
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setmodel(this, "");
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solid = SOLID_NOT;
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movetype = MOVETYPE_NONE;
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}
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void monster_scientist_dead::Respawn(void)
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{
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v_angle[0] = Math_FixDelta(m_oldAngle[0]);
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v_angle[1] = Math_FixDelta(m_oldAngle[1]);
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v_angle[2] = Math_FixDelta(m_oldAngle[2]);
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setorigin(this, m_oldOrigin);
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angles = v_angle;
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solid = SOLID_CORPSE;
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movetype = MOVETYPE_NONE;
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setmodel(this, m_oldModel);
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setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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takedamage = DAMAGE_YES;
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health = 0;
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velocity = [0,0,0];
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iBleeds = TRUE;
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switch (m_iPose) {
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case 1:
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frame = DSCIA_LYING2;
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break;
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case 2:
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frame = DSCIA_DEADSIT;
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break;
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case 3:
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frame = DSCIA_DEADHANG;
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break;
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case 4:
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frame = DSCIA_DEADTABLE1;
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break;
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case 5:
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frame = DSCIA_DEADTABLE2;
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break;
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case 6:
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frame = DSCIA_DEADTABLE3;
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break;
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default:
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frame = DSCIA_LYING1;
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}
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}
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void monster_scientist_dead::monster_scientist_dead(void)
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{
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model = "models/scientist.mdl";
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for (int i = 1; i < (tokenize(__fullspawndata)-1); i += 2) {
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switch (argv(i)) {
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case "pose":
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m_iPose = stoi(argv(i+1));
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default:
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break;
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}
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}
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CBaseEntity::CBaseEntity();
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precache_model(m_oldModel);
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Respawn();
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}
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