/*** * * Copyright (c) 1996-2001, 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. * ****/ //========================================================= // friendly grunt - torch //========================================================= // UNDONE: Holster weapon? #include "extdll.h" #include "plane.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "talkmonster.h" #include "schedule.h" #include "animation.h" #include "weapons.h" #include "talkmonster.h" #include "soundent.h" #include "effects.h" #include "customentity.h" #include "fgrunt.h" #if 0 class CHTorch : public CFGrunt { public: void Spawn(void); void Precache(void); int Save(CSave &save); int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; int m_iTemp; }; LINK_ENTITY_TO_CLASS(monster_human_torch_ally, CHTorch); TYPEDESCRIPTION CHTorch::m_SaveData[] = { DEFINE_FIELD(CHTorch, m_iTemp, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CHTorch, CFGrunt); #endif