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