//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: New version of the slider bar // // $NoKeywords: $ //============================================================================= //========================================================= // playermonster - for scripted sequence use. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" // For holograms, make them not solid so the player can walk through them #define SF_MONSTERPLAYER_NOTSOLID 4 //========================================================= // Monster's Anim Events Go Here //========================================================= class CPlayerMonster : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); }; LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CPlayerMonster :: Classify ( void ) { return CLASS_PLAYER_ALLY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CPlayerMonster :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CPlayerMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // ISoundMask - player monster can't hear. //========================================================= int CPlayerMonster :: ISoundMask ( void ) { return NULL; } //========================================================= // Spawn //========================================================= void CPlayerMonster :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/player.mdl"); UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->health = 8; m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); if ( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID ) { pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CPlayerMonster :: Precache() { PRECACHE_MODEL("models/player.mdl"); } //========================================================= // AI Schedules Specific to this monster //=========================================================