//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Dr. Kleiner, a suave ladies man leading the fight against the evil // combine while constantly having to help his idiot assistant Gordon // //=============================================================================// //----------------------------------------------------------------------------- // Generic NPC - purely for scripted sequence work. //----------------------------------------------------------------------------- #include "cbase.h" #include "npcevent.h" #include "ai_basenpc.h" #include "ai_hull.h" #include "ai_baseactor.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // NPC's Anim Events Go Here //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CNPC_Kleiner : public CAI_BaseActor { public: DECLARE_CLASS( CNPC_Kleiner, CAI_BaseActor ); void Spawn( void ); void Precache( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); int GetSoundInterests ( void ); }; LINK_ENTITY_TO_CLASS( npc_kleiner, CNPC_Kleiner ); //----------------------------------------------------------------------------- // Classify - indicates this NPC's place in the // relationship table. //----------------------------------------------------------------------------- Class_T CNPC_Kleiner::Classify ( void ) { return CLASS_PLAYER_ALLY_VITAL; } //----------------------------------------------------------------------------- // HandleAnimEvent - catches the NPC-specific messages // that occur when tagged animation frames are played. //----------------------------------------------------------------------------- void CNPC_Kleiner::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case 1: default: BaseClass::HandleAnimEvent( pEvent ); break; } } //----------------------------------------------------------------------------- // GetSoundInterests - generic NPC can't hear. //----------------------------------------------------------------------------- int CNPC_Kleiner::GetSoundInterests ( void ) { return NULL; } //----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CNPC_Kleiner::Spawn() { // Allow custom model usage (mostly for monitors) char *szModel = (char *)STRING( GetModelName() ); if (!szModel || !*szModel) { szModel = "models/kleiner.mdl"; SetModelName( AllocPooledString(szModel) ); } Precache(); SetModel( szModel ); BaseClass::Spawn(); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); NPCInit(); } //----------------------------------------------------------------------------- // Precache - precaches all resources this NPC needs //----------------------------------------------------------------------------- void CNPC_Kleiner::Precache() { PrecacheModel( STRING( GetModelName() ) ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // AI Schedules Specific to this NPC //-----------------------------------------------------------------------------