/*** * * 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. * ****/ //========================================================= // monster template //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CHomestuckFan : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void IdleSound( void ); void PainSound( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); }; LINK_ENTITY_TO_CLASS( monster_homestuck, CHomestuckFan ); //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CHomestuckFan :: Classify ( void ) { return CLASS_CWC; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CHomestuckFan :: 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 CHomestuckFan :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CHomestuckFan :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/homosuck.mdl"); UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->health = CBaseMonster::GetHealth( 45, 3 ); pev->view_ofs = Vector ( 0, 0, 0 );// 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 CHomestuckFan :: Precache() { PRECACHE_SOUND("homestuck/lemmetellyou.wav"); PRECACHE_MODEL("models/homosuck.mdl"); } void CHomestuckFan::IdleSound( void ) { EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "homestuck/lemmetellyou.wav", 1, ATTN_NORM, 0, 100 ); } void CHomestuckFan::PainSound( void ) { EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "homestuck/lemmetellyou.wav", 1, ATTN_NORM, 0, 100 ); } //========================================================= // AI Schedules Specific to this monster //=========================================================