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@ -389,3 +389,64 @@ void CRoy::DeclineFollowing( void )
@@ -389,3 +389,64 @@ void CRoy::DeclineFollowing( void )
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{ |
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PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM ); |
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} |
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//=========================================================
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// DEAD ROY PROP
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//
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// Designer selects a pose in worldcraft, 0 through num_poses-1
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// this value is added to what is selected as the 'first dead pose'
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// among the monster's normal animations. All dead poses must
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// appear sequentially in the model file. Be sure and set
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// the m_iFirstPose properly!
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//
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//=========================================================
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class CDeadRoy : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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int Classify( void ) { return CLASS_PLAYER_ALLY; } |
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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 const char *m_szPoses[3]; |
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}; |
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const char *CDeadRoy::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
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void CDeadRoy::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "pose" ) ) |
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{ |
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m_iPose = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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LINK_ENTITY_TO_CLASS( monster_roy_dead, CDeadRoy ) |
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//=========================================================
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// ********** DeadRoy SPAWN **********
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//=========================================================
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void CDeadRoy::Spawn() |
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{ |
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PRECACHE_MODEL( "models/roy.mdl" ); |
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SET_MODEL( ENT( pev ), "models/roy.mdl" ); |
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pev->effects = 0; |
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pev->yaw_speed = 8; |
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pev->sequence = 0; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
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if( pev->sequence == -1 ) |
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{ |
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ALERT( at_console, "Dead roy with bad pose\n" ); |
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} |
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// Corpses have less health
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pev->health = 8;//gSkillData.royHealth;
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MonsterInitDead(); |
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} |
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