mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-18 16:10:36 +01:00
140 lines
4.0 KiB
C++
140 lines
4.0 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* This source code contains proprietary and confidential information of
|
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
* persons who have executed a written SDK license with Valve. Any access,
|
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
*
|
|
****/
|
|
//=========================================================
|
|
// Generic Monster - purely for scripted sequence work.
|
|
//=========================================================
|
|
#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_GENERICMONSTER_NOTSOLID 4
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
|
|
class CGenericMonster : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void SetYawSpeed( void );
|
|
int Classify( void );
|
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
|
int ISoundMask( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster )
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CGenericMonster::Classify( void )
|
|
{
|
|
return CLASS_PLAYER_ALLY;
|
|
}
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CGenericMonster::SetYawSpeed( void )
|
|
{
|
|
int ys;
|
|
|
|
switch( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
default:
|
|
ys = 90;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CGenericMonster::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case 0:
|
|
default:
|
|
CBaseMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// ISoundMask - generic monster can't hear.
|
|
//=========================================================
|
|
int CGenericMonster::ISoundMask( void )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CGenericMonster::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
/*
|
|
if( FStrEq( STRING( pev->model ), "models/player.mdl" ) )
|
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
|
else
|
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
*/
|
|
if( FStrEq( STRING( pev->model ), "models/player.mdl" ) || FStrEq( STRING( pev->model ), "models/holo.mdl" ) )
|
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX );
|
|
else
|
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_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_GENERICMONSTER_NOTSOLID )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->takedamage = DAMAGE_NO;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CGenericMonster::Precache()
|
|
{
|
|
PRECACHE_MODEL( (char *)STRING( pev->model ) );
|
|
}
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|