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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/tempmonster.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/tempmonster.cpp')
-rw-r--r--mp/src/game/server/tempmonster.cpp210
1 files changed, 105 insertions, 105 deletions
diff --git a/mp/src/game/server/tempmonster.cpp b/mp/src/game/server/tempmonster.cpp
index 99676c3a..3100c55b 100644
--- a/mp/src/game/server/tempmonster.cpp
+++ b/mp/src/game/server/tempmonster.cpp
@@ -1,105 +1,105 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-//=========================================================
-// NPC template
-//=========================================================
-#include "cbase.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#if 0
-
-//=========================================================
-// NPC's Anim Events Go Here
-//=========================================================
-
-class CMyNPC : public CAI_BaseNPC
-{
-public:
- DECLARE_CLASS( CMyNPC, CAI_BaseNPC );
-
- void Spawn( void );
- void Precache( void );
- void MaxYawSpeed( void );
- int Classify ( void );
- void HandleAnimEvent( animevent_t *pEvent );
-};
-LINK_ENTITY_TO_CLASS( my_NPC, CMyNPC );
-
-//=========================================================
-// Classify - indicates this NPC's place in the
-// relationship table.
-//=========================================================
-int CMyNPC::Classify ( void )
-{
- return CLASS_MY_NPC;
-}
-
-//=========================================================
-// SetYawSpeed - allows each sequence to have a different
-// turn rate associated with it.
-//=========================================================
-float CMyNPC::MaxYawSpeed ( void )
-{
- switch ( m_Activity )
- {
- case ACT_IDLE:
- default:
- return 90;
- }
-}
-
-//=========================================================
-// HandleAnimEvent - catches the NPC-specific messages
-// that occur when tagged animation frames are played.
-//=========================================================
-void CMyNPC::HandleAnimEvent( animevent_t *pEvent )
-{
- switch( pEvent->event )
- {
- case 0:
- default:
- CAI_BaseNPC::HandleAnimEvent( pEvent );
- break;
- }
-}
-
-//=========================================================
-// Spawn
-//=========================================================
-void CMyNPC::Spawn()
-{
- Precache( );
-
- engine.SetModel(edict(), "models/mymodel.mdl");
- UTIL_SetSize( this, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
-
- SetSolid( SOLID_SLIDEBOX );
- SetMoveType( MOVETYPE_STEP );
- m_bloodColor = BLOOD_COLOR_GREEN;
- m_iHealth = 8;
- m_vecViewOffset = Vector ( 0, 0, 0 );// position of the eyes relative to NPC's origin.
- m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
- m_NPCState = NPCSTATE_NONE;
-
- NPCInit();
-}
-
-//=========================================================
-// Precache - precaches all resources this NPC needs
-//=========================================================
-void CMyNPC::Precache()
-{
- engine.PrecacheModel("models/mymodel.mdl");
-}
-
-//=========================================================
-// AI Schedules Specific to this NPC
-//=========================================================
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+//=========================================================
+// NPC template
+//=========================================================
+#include "cbase.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#if 0
+
+//=========================================================
+// NPC's Anim Events Go Here
+//=========================================================
+
+class CMyNPC : public CAI_BaseNPC
+{
+public:
+ DECLARE_CLASS( CMyNPC, CAI_BaseNPC );
+
+ void Spawn( void );
+ void Precache( void );
+ void MaxYawSpeed( void );
+ int Classify ( void );
+ void HandleAnimEvent( animevent_t *pEvent );
+};
+LINK_ENTITY_TO_CLASS( my_NPC, CMyNPC );
+
+//=========================================================
+// Classify - indicates this NPC's place in the
+// relationship table.
+//=========================================================
+int CMyNPC::Classify ( void )
+{
+ return CLASS_MY_NPC;
+}
+
+//=========================================================
+// SetYawSpeed - allows each sequence to have a different
+// turn rate associated with it.
+//=========================================================
+float CMyNPC::MaxYawSpeed ( void )
+{
+ switch ( m_Activity )
+ {
+ case ACT_IDLE:
+ default:
+ return 90;
+ }
+}
+
+//=========================================================
+// HandleAnimEvent - catches the NPC-specific messages
+// that occur when tagged animation frames are played.
+//=========================================================
+void CMyNPC::HandleAnimEvent( animevent_t *pEvent )
+{
+ switch( pEvent->event )
+ {
+ case 0:
+ default:
+ CAI_BaseNPC::HandleAnimEvent( pEvent );
+ break;
+ }
+}
+
+//=========================================================
+// Spawn
+//=========================================================
+void CMyNPC::Spawn()
+{
+ Precache( );
+
+ engine.SetModel(edict(), "models/mymodel.mdl");
+ UTIL_SetSize( this, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
+
+ SetSolid( SOLID_SLIDEBOX );
+ SetMoveType( MOVETYPE_STEP );
+ m_bloodColor = BLOOD_COLOR_GREEN;
+ m_iHealth = 8;
+ m_vecViewOffset = Vector ( 0, 0, 0 );// position of the eyes relative to NPC's origin.
+ m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
+ m_NPCState = NPCSTATE_NONE;
+
+ NPCInit();
+}
+
+//=========================================================
+// Precache - precaches all resources this NPC needs
+//=========================================================
+void CMyNPC::Precache()
+{
+ engine.PrecacheModel("models/mymodel.mdl");
+}
+
+//=========================================================
+// AI Schedules Specific to this NPC
+//=========================================================
+#endif