mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Override HandleAnimEvent function instead of BarneyFirePistol to avoid fields offsets changing.
This commit is contained in:
parent
4bb977ea76
commit
2d282b1477
@ -32,7 +32,7 @@ public:
|
||||
void Precache( void );
|
||||
void SetYawSpeed( void );
|
||||
int ISoundMask( void );
|
||||
virtual void BarneyFirePistol( void );
|
||||
void BarneyFirePistol( void );
|
||||
void AlertSound( void );
|
||||
int Classify( void );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
|
@ -32,18 +32,19 @@
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
// first flag is barney dying for scripted sequences?
|
||||
// first flag is roy dying for scripted sequences?
|
||||
#define ROY_AE_SHOOT ( 3 )
|
||||
|
||||
class CRoy : public CBarney
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void BarneyFirePistol( void );
|
||||
void RoyFirePistol( void );
|
||||
void AlertSound( void );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
|
||||
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
|
||||
void DeclineFollowing( void );
|
||||
|
||||
// Override these to set behavior
|
||||
@ -75,7 +76,7 @@ void CRoy::AlertSound( void )
|
||||
// BarneyFirePistol - shoots one round from the pistol at
|
||||
// the enemy barney is facing.
|
||||
//=========================================================
|
||||
void CRoy::BarneyFirePistol( void )
|
||||
void CRoy::RoyFirePistol( void )
|
||||
{
|
||||
Vector vecShootOrigin;
|
||||
|
||||
@ -104,6 +105,24 @@ void CRoy::BarneyFirePistol( void )
|
||||
m_cAmmoLoaded--;// take away a bullet!
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//
|
||||
// Returns number of events handled, 0 if none.
|
||||
//=========================================================
|
||||
void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
switch( pEvent->event )
|
||||
{
|
||||
case ROY_AE_SHOOT:
|
||||
RoyFirePistol();
|
||||
break;
|
||||
default:
|
||||
CBarney::HandleAnimEvent( pEvent );
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
|
Loading…
x
Reference in New Issue
Block a user