/*** * * 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. * ****/ //========================================================= // Recruit //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "weapons.h" #include "gman.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CRecruit : public CGMan { public: void Spawn(void); void Precache(void); }; LINK_ENTITY_TO_CLASS(monster_recruit, CRecruit); //========================================================= // Spawn //========================================================= void CRecruit::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/recruit.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 = 100; 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 CRecruit::Precache() { PRECACHE_MODEL("models/recruit.mdl"); }