Paranoia2/dlls/playermonster.cpp

123 lines
3.4 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose: New version of the slider bar
//
// $NoKeywords: $
//=============================================================================
//=========================================================
// playermonster - for scripted sequence use.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
// For holograms, make them not solid so the player can walk through them
#define SF_MONSTERPLAYER_NOTSOLID 4
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CPlayerMonster : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int ISoundMask ( void );
};
LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CPlayerMonster :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CPlayerMonster :: MaxYawSpeed( void )
{
float ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 90;
}
return ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CPlayerMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// ISoundMask - player monster can't hear.
//=========================================================
int CPlayerMonster :: ISoundMask ( void )
{
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CPlayerMonster :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/player.mdl");
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = 8;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
if ( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID )
{
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CPlayerMonster :: Precache()
{
PRECACHE_MODEL("models/player.mdl");
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================