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Add monster_zombie_barney, monster_zombie_soldier, monster_zombie_grunt implementations.

residual_point
Night Owl 7 years ago
parent
commit
c1e96c6c2e
  1. 17
      dlls/zombie.cpp

17
dlls/zombie.cpp

@ -35,6 +35,9 @@ @@ -35,6 +35,9 @@
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_soldier, CZombie )
LINK_ENTITY_TO_CLASS( monster_zombie_grunt, CZombie )
const char *CZombie::pAttackHitSounds[] =
{
@ -237,6 +240,13 @@ void CZombie::Spawn() @@ -237,6 +240,13 @@ void CZombie::Spawn()
{
Precache();
if( FClassnameIs( pev, "monster_zombie_barney" ) )
SET_MODEL( ENT( pev ), "models/zombie_barney.mdl" );
else if( FClassnameIs( pev, "monster_zombie_soldier" ) )
SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" );
else if( FClassnameIs( pev, "monster_zombie_grunt" ) )
SET_MODEL( ENT( pev ), "models/zgrunt.mdl" );
else
SET_MODEL( ENT( pev ), "models/zombie.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
@ -259,6 +269,13 @@ void CZombie::Precache() @@ -259,6 +269,13 @@ void CZombie::Precache()
{
size_t i;
if( FClassnameIs( pev, "monster_zombie_barney" ) )
PRECACHE_MODEL( "models/zombie_barney.mdl" );
else if( FClassnameIs( pev, "monster_zombie_soldier" ) )
PRECACHE_MODEL( "models/zombie_soldier.mdl" );
else if( FClassnameIs( pev, "monster_zombie_grunt" ) )
PRECACHE_MODEL( "models/zgrunt.mdl" );
else
PRECACHE_MODEL( "models/zombie.mdl" );
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )

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