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.
*
* 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.
*
****/
//=========================================================
// Generic Monster - purely for scripted sequence work.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "genericmonster.h"
// For holograms, make them not solid so the player can walk through them
#define SF_LOADER_NOTSOLID 4
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CLoader : public CGenericMonster
{
public:
void Spawn( void );
void Precache( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return 1; }
};
LINK_ENTITY_TO_CLASS(monster_op4loader, CLoader)
//=========================================================
// Spawn
//=========================================================
void CLoader::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/loader.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->health = 8;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
pev->takedamage = DAMAGE_NO;
if (pev->spawnflags & SF_LOADER_NOTSOLID)
{
pev->solid = SOLID_NOT;
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CLoader::Precache()
{
PRECACHE_MODEL("models/loader.mdl");
}
void CLoader::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(1.0,2.0) );
}