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