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@ -91,7 +91,7 @@ LINK_ENTITY_TO_CLASS(monster_otis, COtis);
@@ -91,7 +91,7 @@ LINK_ENTITY_TO_CLASS(monster_otis, COtis);
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//=========================================================
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void COtis::AlertSound(void) |
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{ |
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if (m_hEnemy != NULL) |
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if (m_hEnemy != 0) |
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{ |
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if (FOkToSpeak()) |
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{ |
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@ -303,7 +303,7 @@ int COtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flD
@@ -303,7 +303,7 @@ int COtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flD
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if (m_hEnemy == NULL) |
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if (m_hEnemy == 0) |
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{ |
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin)) |
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@ -481,10 +481,10 @@ public:
@@ -481,10 +481,10 @@ public:
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void KeyValue(KeyValueData *pkvd); |
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int m_iPose;// which sequence to display -- temporary, don't need to save
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static char *m_szPoses[5]; |
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static const char *m_szPoses[5]; |
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}; |
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char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" }; |
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const char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" }; |
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void CDeadOtis::KeyValue(KeyValueData *pkvd) |
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{ |
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