/*** * * 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 "scripted.h" class CPassableFurniture : public CFurniture { public: void Spawn(void); }; LINK_ENTITY_TO_CLASS(monster_passable_furniture, CPassableFurniture); //========================================================= // This used to have something to do with bees flying, but // now it only initializes moving furniture in scripted sequences //========================================================= void CPassableFurniture::Spawn() { PRECACHE_MODEL((char *)STRING(pev->model)); SET_MODEL(ENT(pev), STRING(pev->model)); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->health = 80000; pev->takedamage = DAMAGE_AIM; pev->effects = 0; pev->yaw_speed = 0; pev->sequence = 0; pev->frame = 0; // pev->nextthink += 1.0; // SetThink (WalkMonsterDelay); ResetSequenceInfo(); pev->frame = 0; MonsterInit(); }