139 lines
4.0 KiB
139 lines
4.0 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
//========================================================= |
|
// Generic Monster - purely for scripted sequence work. |
|
//========================================================= |
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "schedule.h" |
|
|
|
// For holograms, make them not solid so the player can walk through them |
|
#define SF_GENERICMONSTER_NOTSOLID 4 |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
|
|
class CGenericMonster : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void SetYawSpeed( void ); |
|
int Classify( void ); |
|
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
|
int ISoundMask( void ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ) |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CGenericMonster::Classify( void ) |
|
{ |
|
return CLASS_PLAYER_ALLY; |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CGenericMonster::SetYawSpeed( void ) |
|
{ |
|
int ys; |
|
|
|
switch( m_Activity ) |
|
{ |
|
case ACT_IDLE: |
|
default: |
|
ys = 90; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CGenericMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case 0: |
|
default: |
|
CBaseMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - generic monster can't hear. |
|
//========================================================= |
|
int CGenericMonster::ISoundMask( void ) |
|
{ |
|
return 0; |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CGenericMonster::Spawn() |
|
{ |
|
Precache(); |
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
/* |
|
if( FStrEq( STRING( pev->model ), "models/player.mdl" ) ) |
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
else |
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX); |
|
*/ |
|
if( FStrEq( STRING( pev->model ), "models/player.mdl" ) || FStrEq( STRING( pev->model ), "models/holo.mdl" ) ) |
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); |
|
else |
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
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(); |
|
|
|
if( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
pev->takedamage = DAMAGE_NO; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CGenericMonster::Precache() |
|
{ |
|
PRECACHE_MODEL( STRING( pev->model ) ); |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//=========================================================
|
|
|