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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_npc_bloater.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl1/hl1_npc_bloater.cpp')
| -rw-r--r-- | game/server/hl1/hl1_npc_bloater.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_npc_bloater.cpp b/game/server/hl1/hl1_npc_bloater.cpp new file mode 100644 index 0000000..b5c57c9 --- /dev/null +++ b/game/server/hl1/hl1_npc_bloater.cpp @@ -0,0 +1,86 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "ai_default.h" +#include "ai_task.h" +#include "ai_schedule.h" +#include "ai_node.h" +#include "ai_hull.h" +#include "ai_hint.h" +#include "ai_memory.h" +#include "ai_route.h" +#include "ai_motor.h" +#include "soundent.h" +#include "game.h" +#include "npcevent.h" +#include "entitylist.h" +#include "activitylist.h" +#include "animation.h" +#include "basecombatweapon.h" +#include "IEffects.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "ammodef.h" +#include "hl1_ai_basenpc.h" + +class CNPC_Bloater : public CHL1BaseNPC +{ + DECLARE_CLASS( CNPC_Bloater, CHL1BaseNPC ); +public: + + void Spawn( void ); + void Precache( void ); + /*void SetYawSpeed( void ); + int Classify ( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + + void PainSound( const CTakeDamageInfo &info ); + void AlertSound( void ); + void IdleSound( void ); + void AttackSnd( void ); + + // No range attacks + BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );*/ +}; + +LINK_ENTITY_TO_CLASS( monster_bloater, CNPC_Bloater ); + +//========================================================= +// Spawn +//========================================================= +void CNPC_Bloater::Spawn() +{ + Precache( ); + + SetModel( "models/floater.mdl"); +// UTIL_SetSize( this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_FLY ); + m_spawnflags |= FL_FLY; + m_bloodColor = BLOOD_COLOR_GREEN; + m_iHealth = 40; +// pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_NPCState = NPC_STATE_NONE; + + SetRenderColor( 255, 255, 255, 255 ); + + NPCInit(); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CNPC_Bloater::Precache() +{ + PrecacheModel("models/floater.mdl"); +} |