/*** * * Copyright (c) 1999, 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. * ****/ //========================================================= // monster template //========================================================= #if 0 #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CMyMonster : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); }; LINK_ENTITY_TO_CLASS( my_monster, CMyMonster ); //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CMyMonster :: Classify ( void ) { return CLASS_MY_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CMyMonster :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CMyMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CMyMonster :: Spawn() { Precache( ); SET_MODEL(ENT(pev), "models/mymodel.mdl"); UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->health = 8; pev->view_ofs = Vector ( 0, 0, 0 );// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CMyMonster :: Precache() { PRECACHE_SOUND("mysound.wav"); PRECACHE_MODEL("models/mymodel.mdl"); } //========================================================= // AI Schedules Specific to this monster //========================================================= #endif 0