Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Alien slave
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// DEAD ISLAVE PROP
//=========================================================
class CDeadISlave : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_ALIEN_MONSTER; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static const char *m_szPoses[1];
};
const char *CDeadISlave::m_szPoses[] = { "dead_on_stomach" };
void CDeadISlave::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(monster_alien_slave_dead, CDeadISlave);
//=========================================================
// ********** DeadHoundeye SPAWN **********
//=========================================================
void CDeadISlave::Spawn(void)
{
PRECACHE_MODEL("models/islave.mdl");
SET_MODEL(ENT(pev), "models/islave.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->body = 1;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
{
ALERT(at_console, "Dead islave with bad pose\n");
pev->sequence = 0;
pev->effects = EF_BRIGHTFIELD;
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}