Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
//=========================================================
// monster template
//=========================================================
#if 0
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CMyMonster : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
};
LINK_ENTITY_TO_CLASS( my_monster, CMyMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMyMonster :: Classify ( void )
{
return CLASS_MY_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CMyMonster :: 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 CMyMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMyMonster :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/mymodel.mdl");
UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = 8;
pev->view_ofs = Vector ( 0, 0, 0 );// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMyMonster :: Precache()
{
PRECACHE_SOUND("mysound.wav");
PRECACHE_MODEL("models/mymodel.mdl");
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
#endif //0