Beispiel #1
0
/*
============
Killed
============
*/
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib )
{
	unsigned int	cCount = 0;
	BOOL			fDone = FALSE;

	CBaseEntity* theBaseEntity = CBaseEntity::Instance(pevAttacker->owner);
	if(!theBaseEntity)
	{
		theBaseEntity = CBaseEntity::Instance(pevAttacker);
	}
	ASSERT(theBaseEntity);
	theBaseEntity->AwardKill(this->pev);
	
	if ( HasMemory( bits_MEMORY_KILLED ) )
	{
		if ( ShouldGibMonster( iGib ) )
			CallGibMonster();
		return;
	}

	Remember( bits_MEMORY_KILLED );

	// clear the deceased's sound channels.(may have been firing or reloading when killed)
	EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM);
	m_IdealMonsterState = MONSTERSTATE_DEAD;
	// Make sure this condition is fired too (TakeDamage breaks out before this happens on death)
	SetConditions( bits_COND_LIGHT_DAMAGE );
	
	// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
	if ( pOwner )
	{
		pOwner->DeathNotice( pev );
	}

	if	( ShouldGibMonster( iGib ) )
	{
		CallGibMonster();
		return;
	}
	else if ( pev->flags & FL_MONSTER )
	{
		SetTouch( NULL );
		BecomeDead();
	}
	
	// don't let the status bar glitch for players.with <0 health.
	if (pev->health < -99)
	{
		pev->health = 0;
	}
	
	//pev->enemy = ENT( pevAttacker );//why? (sjb)
	
	m_IdealMonsterState = MONSTERSTATE_DEAD;

}
Beispiel #2
0
/* <fc2a1> ../cstrike/dlls/mpstubb.cpp:62 */
void CBaseMonster::__MAKE_VHOOK(MonsterInitDead)(void)
{
	InitBoneControllers();

	pev->solid = SOLID_BBOX;
	pev->movetype = MOVETYPE_TOSS;

	pev->frame = 0;
	ResetSequenceInfo();
	pev->framerate = 0;

	pev->max_health = pev->health;
	pev->deadflag = DEAD_DEAD;

	UTIL_SetSize(pev, g_vecZero, g_vecZero);
	UTIL_SetOrigin(pev, pev->origin);

	BecomeDead();
	SetThink(&CBaseEntity::SUB_Remove);
	pev->nextthink = gpGlobals->time + 0.5;
}
Beispiel #3
0
// Call after animation/pose is set up
void CBaseMonster :: MonsterInitDead( void )
{
	InitBoneControllers();

	pev->solid			= SOLID_BBOX;
	pev->movetype		= MOVETYPE_TOSS;// so he'll fall to ground

	pev->frame = 0;
	ResetSequenceInfo( );
	pev->framerate = 0;
	
	// Copy health
	pev->max_health		= pev->health;
	pev->deadflag		= DEAD_DEAD;
	
	UTIL_SetSize(pev, g_vecZero, g_vecZero );
	UTIL_SetOrigin( pev, pev->origin );

	// Setup health counters, etc.
	BecomeDead();
	SetThink( &CBaseMonster::CorpseFallThink );
	pev->nextthink = gpGlobals->time + 0.5;
}