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81 lines
2.0 KiB
81 lines
2.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#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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#include "weapons.h" |
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//========================================================= |
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// SKELETON PROP |
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//========================================================= |
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class CSkeleton : public CBaseMonster |
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{ |
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public: |
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void Spawn(void); |
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int Classify(void) { return CLASS_HUMAN_MILITARY; } |
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void KeyValue(KeyValueData *pkvd); |
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int m_iPose;// which sequence to display -- temporary, don't need to save |
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static char *m_szPoses[4]; |
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}; |
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char *CSkeleton::m_szPoses[] = { "s_onback", "s_sitting", "dead_against_wall", "dead_stomach" }; |
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void CSkeleton::KeyValue(KeyValueData *pkvd) |
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{ |
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if (FStrEq(pkvd->szKeyName, "pose")) |
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{ |
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m_iPose = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue(pkvd); |
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} |
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LINK_ENTITY_TO_CLASS(monster_skeleton_dead, CSkeleton); |
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//========================================================= |
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// ********** Skeleton SPAWN ********** |
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//========================================================= |
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void CSkeleton::Spawn(void) |
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{ |
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PRECACHE_MODEL("models/skeleton.mdl"); |
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SET_MODEL(ENT(pev), "models/skeleton.mdl"); |
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pev->effects = 0; |
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pev->yaw_speed = 8; |
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pev->sequence = 0; |
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pev->body = 1; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->sequence = LookupSequence(m_szPoses[m_iPose]); |
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if (pev->sequence == -1) |
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{ |
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ALERT(at_console, "Skeleton with bad pose\n"); |
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pev->sequence = 0; |
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pev->effects = EF_BRIGHTFIELD; |
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} |
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// Corpses have less health |
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pev->health = 8; |
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MonsterInitDead(); |
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} |
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