//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/bacrodai.cpp $ // $Revision:: 3 $ // $Author:: Markd $ // $Date:: 10/22/98 7:57p $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/bacrodai.cpp $ // // 3 10/22/98 7:57p Markd // put in proper pre-caching in all the classes // // 2 10/20/98 3:25a Markd // first time // // 1 10/20/98 3:10a Markd // // DESCRIPTION: // Bacrodai // #include "g_local.h" #include "actor.h" #include "bacrodai.h" CLASS_DECLARATION( Actor, Bacrodai, "monster_bachrodai" ); Event EV_Bacrodai_SpawnBat( "spawnbat" ); ResponseDef Bacrodai::Responses[] = { { &EV_Bacrodai_SpawnBat, ( Response )Bacrodai::SpawnBat }, { NULL, NULL } }; Bacrodai::Bacrodai() { setModel( "bacrodai.def" ); modelIndex( "bat.def" ); } void Bacrodai::SpawnBat ( Event *ev ) { Actor * ent; str text; Vector pos; if ( !currentEnemy ) return; pos = centroid - ( Vector( orientation[ 0 ] ) * 48 ); // create a new entity G_InitSpawnArguments(); G_SetSpawnArg( "model", "bat.def" ); text = va( "%f %f %f", pos[ 0 ], pos[ 1 ], pos[ 2 ] ); G_SetSpawnArg( "origin", text.c_str() ); ent = new Actor; G_InitSpawnArguments(); ent->MakeEnemy( currentEnemy, true ); }