/*** * * 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. * ****/ //========================================================= // Generic Monster - purely for scripted sequence work. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "genericmonster.h" // For holograms, make them not solid so the player can walk through them #define SF_LOADER_NOTSOLID 4 //========================================================= // Monster's Anim Events Go Here //========================================================= class CLoader : public CGenericMonster { public: void Spawn( void ); void Precache( void ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return 1; } }; LINK_ENTITY_TO_CLASS(monster_op4loader, CLoader) //========================================================= // Spawn //========================================================= void CLoader::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/loader.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; 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(); pev->takedamage = DAMAGE_NO; if (pev->spawnflags & SF_LOADER_NOTSOLID) { pev->solid = SOLID_NOT; } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CLoader::Precache() { PRECACHE_MODEL("models/loader.mdl"); } void CLoader::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(1.0,2.0) ); }