/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ //========================================================= // rat - environmental monster //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CRat : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify( void ); }; LINK_ENTITY_TO_CLASS( monster_rat, CRat ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CRat::Classify( void ) { return m_iClass?m_iClass:CLASS_INSECT; //LRC- maybe someone needs to give them a basic biology lesson... } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CRat::SetYawSpeed( void ) { int ys; switch( m_Activity ) { case ACT_IDLE: default: ys = 45; break; } pev->yaw_speed = ys; } //========================================================= // Spawn //========================================================= void CRat::Spawn() { Precache(); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL( ENT( pev ), "models/bigrat.mdl" ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->health = 8; pev->view_ofs = Vector( 0, 0, 6 );// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRat::Precache() { if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL( "models/bigrat.mdl" ); } //========================================================= // AI Schedules Specific to this monster //=========================================================