Scientist Hunt: Fix the scientist by making it use the new methods to

control CBaseEntity based objects.
This commit is contained in:
Marco Cawthorne 2020-04-28 06:14:07 +02:00
parent cf34e1d678
commit a1f2a78800

View file

@ -491,11 +491,11 @@ void monster_scientist::Physics(void)
spvel = vlen(velocity);
if (spvel < 5) {
frame = (m_iFlags & SCIF_SCARED) ? SCIA_SCARED1:SCIA_IDLE1;
SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_SCARED1:SCIA_IDLE1);
} else if (spvel <= 140) {
frame = (m_iFlags & SCIF_SCARED) ? SCIA_WALKSCARED:SCIA_WALK;
SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_WALKSCARED:SCIA_WALK);
} else if (spvel <= 240) {
frame = (m_iFlags & SCIF_SCARED) ? SCIA_RUNSCARED:SCIA_RUN;
SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_RUNSCARED:SCIA_RUN);
}
}
@ -566,7 +566,7 @@ void monster_scientist::Pain(int iHitBody)
int rand = floor(random(0,sci_sndpain.length));
Speak(sci_sndpain[rand]);
frame = SCIA_FLINCH + floor(random(0, 5));
SetFrame(SCIA_FLINCH + floor(random(0, 5)));
m_iFlags |= SCIF_FEAR;
m_flPainTime = time + 0.25f;
@ -598,7 +598,7 @@ void monster_scientist::Death(int iHitBody)
//takedamage = DAMAGE_NO;
if (style != SCI_DEAD) {
frame = SCIA_DIE_SIMPLE + floor(random(0, 6));
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
style = SCI_DEAD;
}
}
@ -619,16 +619,16 @@ void monster_scientist::Respawn(void)
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
flags |= FL_MONSTER;
angles = v_angle;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_WALK;
SetAngles(v_angle);
SetSolid(SOLID_SLIDEBOX);
SetMovetype(MOVETYPE_WALK);
SetModel(m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
SetSize(VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
SetOrigin(m_oldOrigin);
SetFrame(SCIA_IDLE1);
takedamage = DAMAGE_YES;
iBleeds = TRUE;
style = SCI_IDLE;
frame = SCIA_IDLE1;
health = 50;
velocity = [0,0,0];
m_iFlags = 0x0;