nuclide/Source/gs-entbase/server/monster_generic.cpp
Marco Hladik 5fa7002844 - Added everything needed for networked sprays
- Switched to custom pmove code (early, WIP) instead of the engine one, again
- Made nightvision compatible with splitscreen modes
- Player animation fixes
- Prediction fixes
- Fixed radius damage, so grenades and bombs should apply proper damage now
- Added func_wall_toggle
- Small entity fixes
2019-01-03 02:26:39 +01:00

49 lines
846 B
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enumflags
{
MF_WAITTILLSEEN,
MF_GAG,
MF_MONSTERCLIP,
MF_PRISONER,
MF_UNUSED,
MF_WAITFORSCRIPT,
MF_PREDISASTER,
MF_FADECORPSE
};
class monster_generic : CBaseEntity
{
void() monster_generic;
//virtual void() Respawn;
};
void monster_generic :: monster_generic ( void )
{
for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
switch ( argv( i ) ) {
case "sequence":
frame = stof( argv( i + 1 ) );
break;
default:
break;
}
}
precache_model( model );
setmodel( this, model );
CBaseEntity::CBaseEntity();
#if 0
self.movetype = MOVETYPE_NOCLIP;
self.solid = SOLID_NOT;
self.avelocity = '0 90 0 ';
self.modelflags = MF_ROTATE;
#endif
}