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123 lines
3.3 KiB
123 lines
3.3 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: New version of the slider bar |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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//========================================================= |
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// playermonster - for scripted sequence use. |
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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_MONSTERPLAYER_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 CPlayerMonster : 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_player, CPlayerMonster ) |
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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 CPlayerMonster::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 CPlayerMonster::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 CPlayerMonster :: 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 - player monster can't hear. |
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//========================================================= |
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int CPlayerMonster::ISoundMask( void ) |
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{ |
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return 0; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CPlayerMonster::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/player.mdl" ); |
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UTIL_SetSize( pev, VEC_HULL_MIN, VEC_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_MONSTERPLAYER_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 CPlayerMonster::Precache() |
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{ |
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PRECACHE_MODEL( "models/player.mdl" ); |
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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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