/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ //========================================================= // Alien slave //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // DEAD ISLAVE PROP //========================================================= class CDeadISlave : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_ALIEN_MONSTER; } void KeyValue(KeyValueData *pkvd); int m_iPose;// which sequence to display -- temporary, don't need to save static const char *m_szPoses[1]; }; const char *CDeadISlave::m_szPoses[] = { "dead_on_stomach" }; void CDeadISlave::KeyValue(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "pose")) { m_iPose = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue(pkvd); } LINK_ENTITY_TO_CLASS(monster_alien_slave_dead, CDeadISlave); //========================================================= // ********** DeadHoundeye SPAWN ********** //========================================================= void CDeadISlave::Spawn(void) { PRECACHE_MODEL("models/islave.mdl"); SET_MODEL(ENT(pev), "models/islave.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; pev->body = 1; m_bloodColor = BLOOD_COLOR_GREEN; pev->sequence = LookupSequence(m_szPoses[m_iPose]); if (pev->sequence == -1) { ALERT(at_console, "Dead islave with bad pose\n"); pev->sequence = 0; pev->effects = EF_BRIGHTFIELD; } // Corpses have less health pev->health = 8; MonsterInitDead(); }