/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "weapons.h" //========================================================= // SKELETON PROP //========================================================= class CSkeleton : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_HUMAN_MILITARY; } void KeyValue(KeyValueData *pkvd); int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[4]; }; char *CSkeleton::m_szPoses[] = { "s_onback", "s_sitting", "dead_against_wall", "dead_stomach" }; void CSkeleton::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_skeleton_dead, CSkeleton); //========================================================= // ********** Skeleton SPAWN ********** //========================================================= void CSkeleton::Spawn(void) { PRECACHE_MODEL("models/skeleton.mdl"); SET_MODEL(ENT(pev), "models/skeleton.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; pev->body = 1; m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence(m_szPoses[m_iPose]); if (pev->sequence == -1) { ALERT(at_console, "Skeleton with bad pose\n"); pev->sequence = 0; pev->effects = EF_BRIGHTFIELD; } // Corpses have less health pev->health = 8; MonsterInitDead(); }