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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "scripted.h"
class CPassableFurniture : public CFurniture
{
public:
void Spawn(void);
};
LINK_ENTITY_TO_CLASS(monster_passable_furniture, CPassableFurniture);
//=========================================================
// This used to have something to do with bees flying, but
// now it only initializes moving furniture in scripted sequences
//=========================================================
void CPassableFurniture::Spawn()
{
PRECACHE_MODEL((char *)STRING(pev->model));
SET_MODEL(ENT(pev), STRING(pev->model));
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->health = 80000;
pev->takedamage = DAMAGE_AIM;
pev->effects = 0;
pev->yaw_speed = 0;
pev->sequence = 0;
pev->frame = 0;
// pev->nextthink += 1.0;
// SetThink (WalkMonsterDelay);
ResetSequenceInfo();
pev->frame = 0;
MonsterInit();
}