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53 lines
1.4 KiB
53 lines
1.4 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "scripted.h"
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class CPassableFurniture : public CFurniture
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{
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public:
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void Spawn(void);
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};
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LINK_ENTITY_TO_CLASS(monster_passable_furniture, CPassableFurniture);
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//=========================================================
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// This used to have something to do with bees flying, but
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// now it only initializes moving furniture in scripted sequences
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//=========================================================
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void CPassableFurniture::Spawn()
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{
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PRECACHE_MODEL((char *)STRING(pev->model));
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SET_MODEL(ENT(pev), STRING(pev->model));
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->health = 80000;
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pev->takedamage = DAMAGE_AIM;
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pev->effects = 0;
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pev->yaw_speed = 0;
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pev->sequence = 0;
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pev->frame = 0;
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// pev->nextthink += 1.0;
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// SetThink (WalkMonsterDelay);
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ResetSequenceInfo();
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pev->frame = 0;
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MonsterInit();
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}
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