Marco Hladik
0293f9a441
Remove pmodel attributes from the player class. Sound shaders for weapon firing now call alerts to AI.
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED monster_flyer_flock (0 0.8 0.8) (-16 -16 0) (16 16 16)
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HALF-LIFE (1998) ENTITY
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Boid
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*/
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class monster_flyer_flock:CBaseMonster
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{
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void(void) monster_flyer_flock;
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};
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void monster_flyer_flock::monster_flyer_flock(void)
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{
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netname = "Boid";
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model = "models/aflock.mdl";
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base_mins = [-16,-16,0];
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base_maxs = [16,16,16];
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CBaseMonster::CBaseMonster();
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}
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