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141 lines
4.0 KiB
141 lines
4.0 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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// Generic Monster - purely for scripted sequence work. |
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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 "monsters.h" |
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#include "schedule.h" |
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// For holograms, make them not solid so the player can walk through them |
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#define SF_GENERICMONSTER_NOTSOLID 4 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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class CGenericMonster : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int ISoundMask ( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ) |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CGenericMonster :: Classify ( void ) |
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{ |
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return CLASS_PLAYER_ALLY; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CGenericMonster :: SetYawSpeed ( void ) |
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{ |
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int ys; |
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switch ( m_Activity ) |
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{ |
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case ACT_IDLE: |
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default: |
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ys = 90; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case 0: |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// ISoundMask - generic monster can't hear. |
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//========================================================= |
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int CGenericMonster :: ISoundMask ( void ) |
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{ |
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return NULL; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CGenericMonster :: Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT(pev), STRING(pev->model) ); |
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/* |
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if ( FStrEq( STRING(pev->model), "models/player.mdl" ) ) |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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else |
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); |
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*/ |
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if ( FStrEq( STRING(pev->model), "models/player.mdl" ) || FStrEq( STRING(pev->model), "models/holo.mdl" ) ) |
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); |
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else |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->health = 8; |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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MonsterInit(); |
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if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) |
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{ |
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pev->solid = SOLID_NOT; |
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pev->takedamage = DAMAGE_NO; |
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} |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CGenericMonster :: Precache() |
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{ |
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PRECACHE_MODEL( (char *)STRING(pev->model) ); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//=========================================================
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