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@ -21,20 +21,21 @@
@@ -21,20 +21,21 @@
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#include "monsters.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "talkmonster.h" |
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// For holograms, make them not solid so the player can walk through them
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//LRC- this seems to interfere with SF_MONSTER_CLIP
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#define SF_GENERICMONSTER_NOTSOLID 4 |
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#define SF_GENERICMONSTER_PLAYERMODEL 8 |
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#define SF_HEAD_CONTROLLER 8 |
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#define SF_GENERICMONSTER_INVULNERABLE 32 |
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//Not implemented:
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#define SF_GENERICMONSTER_CORPSE 64 |
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#define SF_GENERICMONSTER_PLAYERMODEL 64 |
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CGenericMonster : public CBaseMonster |
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class CGenericMonster : public CTalkMonster |
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{ |
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public: |
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void Spawn( void ); |
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@ -179,6 +180,11 @@ void CGenericMonster::Spawn()
@@ -179,6 +180,11 @@ void CGenericMonster::Spawn()
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MonsterInit(); |
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if( pev->spawnflags & SF_HEAD_CONTROLLER ) |
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{ |
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m_afCapability = bits_CAP_TURN_HEAD; |
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} |
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if( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) |
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{ |
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pev->solid = SOLID_NOT; |
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@ -195,6 +201,8 @@ void CGenericMonster::Spawn()
@@ -195,6 +201,8 @@ void CGenericMonster::Spawn()
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//=========================================================
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void CGenericMonster::Precache() |
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{ |
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CTalkMonster::Precache(); |
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TalkInit(); |
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PRECACHE_MODEL( (char *)STRING(pev->model) ); |
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if (m_iszGibModel) |
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PRECACHE_MODEL( STRING(m_iszGibModel) ); //LRC
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