mirror of
https://github.com/ENSL/NS.git
synced 2024-12-14 06:31:40 +00:00
f44f16d59a
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@168 67975925-1194-0748-b3d5-c16f83f1a3a1
115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
//=========================================================
|
|
// playermonster - for scripted sequence use.
|
|
//=========================================================
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "schedule.h"
|
|
|
|
// For holograms, make them not solid so the player can walk through them
|
|
#define SF_MONSTERPLAYER_NOTSOLID 4
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
|
|
class CPlayerMonster : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void SetYawSpeed( void );
|
|
int Classify ( void );
|
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
|
int ISoundMask ( void );
|
|
};
|
|
LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster );
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CPlayerMonster :: Classify ( void )
|
|
{
|
|
return CLASS_PLAYER_ALLY;
|
|
}
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CPlayerMonster :: 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 CPlayerMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case 0:
|
|
default:
|
|
CBaseMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// ISoundMask - player monster can't hear.
|
|
//=========================================================
|
|
int CPlayerMonster :: ISoundMask ( void )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CPlayerMonster :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/player.mdl");
|
|
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
pev->health = 8;
|
|
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
|
|
MonsterInit();
|
|
if ( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->takedamage = DAMAGE_NO;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CPlayerMonster :: Precache()
|
|
{
|
|
PRECACHE_MODEL("models/player.mdl");
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|