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57 lines
1.5 KiB
57 lines
1.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// monsterstate.cpp - base class monster functions for |
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// controlling core AI. |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "nodes.h" |
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#include "monsters.h" |
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#include "animation.h" |
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#include "saverestore.h" |
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#include "soundent.h" |
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//========================================================= |
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// SetState |
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//========================================================= |
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void CBaseMonster::SetState( MONSTERSTATE State ) |
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{ |
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/* |
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if( State != m_MonsterState ) |
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{ |
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ALERT( at_aiconsole, "State Changed to %d\n", State ); |
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} |
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*/ |
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switch( State ) |
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{ |
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// Drop enemy pointers when going to idle |
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case MONSTERSTATE_IDLE: |
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if( m_hEnemy != 0 ) |
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{ |
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m_hEnemy = NULL;// not allowed to have an enemy anymore. |
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ALERT( at_aiconsole, "Stripped\n" ); |
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} |
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break; |
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default: |
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break; |
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} |
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m_MonsterState = State; |
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m_IdealMonsterState = State; |
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}
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