/*** * * 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. * ****/ //========================================================= // monsterstate.cpp - base class monster functions for // controlling core AI. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "nodes.h" #include "monsters.h" #include "animation.h" #include "saverestore.h" #include "soundent.h" //========================================================= // SetState //========================================================= void CBaseMonster::SetState( MONSTERSTATE State ) { /* if( State != m_MonsterState ) { ALERT( at_aiconsole, "State Changed to %d\n", State ); } */ switch( State ) { // Drop enemy pointers when going to idle case MONSTERSTATE_IDLE: if( m_hEnemy != NULL ) { m_hEnemy = NULL;// not allowed to have an enemy anymore. ALERT( at_aiconsole, "Stripped\n" ); } break; default: break; } m_MonsterState = State; m_IdealMonsterState = State; }