/*** * * Copyright (c) 1996-2001, 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 //=========================================================