mirror of
https://github.com/ENSL/NS.git
synced 2024-11-14 17:01:29 +00:00
4f13237895
Change CRLF to LF in repo.
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
/***
|
|
*
|
|
* 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
|