diff options
Diffstat (limited to 'mp/src/game/server/hl2/npc_mossman.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/npc_mossman.cpp | 302 |
1 files changed, 151 insertions, 151 deletions
diff --git a/mp/src/game/server/hl2/npc_mossman.cpp b/mp/src/game/server/hl2/npc_mossman.cpp index cc9b84ff..ff924cd2 100644 --- a/mp/src/game/server/hl2/npc_mossman.cpp +++ b/mp/src/game/server/hl2/npc_mossman.cpp @@ -1,151 +1,151 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Dr. Mossman, stalwart heroine, doing what is right in the face of
-// near certain doom, all while fighting off the clumsy advances of her
-// misogynistic colleges.
-//=============================================================================//
-
-
-//-----------------------------------------------------------------------------
-// Generic NPC - purely for scripted sequence work.
-//-----------------------------------------------------------------------------
-#include "cbase.h"
-#include "npcevent.h"
-#include "ai_basenpc.h"
-#include "ai_hull.h"
-#include "ai_baseactor.h"
-#include "ai_playerally.h"
-#include "ai_behavior_follow.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// NPC's Anim Events Go Here
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-class CNPC_Mossman : public CAI_PlayerAlly
-{
-public:
- DECLARE_CLASS( CNPC_Mossman, CAI_PlayerAlly );
- DECLARE_DATADESC();
-
- void Spawn( void );
- void Precache( void );
- Class_T Classify ( void );
- void HandleAnimEvent( animevent_t *pEvent );
- int GetSoundInterests ( void );
- bool CreateBehaviors( void );
- int SelectSchedule( void );
-
-private:
- CAI_FollowBehavior m_FollowBehavior;
-};
-
-LINK_ENTITY_TO_CLASS( npc_mossman, CNPC_Mossman );
-
-BEGIN_DATADESC( CNPC_Mossman )
-// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI)
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Classify - indicates this NPC's place in the
-// relationship table.
-//-----------------------------------------------------------------------------
-Class_T CNPC_Mossman::Classify ( void )
-{
- return CLASS_PLAYER_ALLY_VITAL;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// HandleAnimEvent - catches the NPC-specific messages
-// that occur when tagged animation frames are played.
-//-----------------------------------------------------------------------------
-void CNPC_Mossman::HandleAnimEvent( animevent_t *pEvent )
-{
- switch( pEvent->event )
- {
- case 1:
- default:
- BaseClass::HandleAnimEvent( pEvent );
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// GetSoundInterests - generic NPC can't hear.
-//-----------------------------------------------------------------------------
-int CNPC_Mossman::GetSoundInterests ( void )
-{
- return NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Spawn
-//-----------------------------------------------------------------------------
-void CNPC_Mossman::Spawn()
-{
- Precache();
-
- BaseClass::Spawn();
-
- SetModel( "models/mossman.mdl" );
-
- SetHullType(HULL_HUMAN);
- SetHullSizeNormal();
-
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_STANDABLE );
- SetMoveType( MOVETYPE_STEP );
- SetBloodColor( BLOOD_COLOR_RED );
- m_iHealth = 8;
- m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
- m_NPCState = NPC_STATE_NONE;
-
- CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
- CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
- AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
-
- NPCInit();
-}
-
-//-----------------------------------------------------------------------------
-// Precache - precaches all resources this NPC needs
-//-----------------------------------------------------------------------------
-void CNPC_Mossman::Precache()
-{
- PrecacheModel( "models/mossman.mdl" );
-
- BaseClass::Precache();
-}
-
-//=========================================================
-// Purpose:
-//=========================================================
-bool CNPC_Mossman::CreateBehaviors()
-{
- AddBehavior( &m_FollowBehavior );
-
- return BaseClass::CreateBehaviors();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CNPC_Mossman::SelectSchedule( void )
-{
- if ( !BehaviorSelectSchedule() )
- {
- }
-
- return BaseClass::SelectSchedule();
-}
-
-//-----------------------------------------------------------------------------
-// AI Schedules Specific to this NPC
-//-----------------------------------------------------------------------------
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Dr. Mossman, stalwart heroine, doing what is right in the face of +// near certain doom, all while fighting off the clumsy advances of her +// misogynistic colleges. +//=============================================================================// + + +//----------------------------------------------------------------------------- +// Generic NPC - purely for scripted sequence work. +//----------------------------------------------------------------------------- +#include "cbase.h" +#include "npcevent.h" +#include "ai_basenpc.h" +#include "ai_hull.h" +#include "ai_baseactor.h" +#include "ai_playerally.h" +#include "ai_behavior_follow.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// NPC's Anim Events Go Here +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CNPC_Mossman : public CAI_PlayerAlly +{ +public: + DECLARE_CLASS( CNPC_Mossman, CAI_PlayerAlly ); + DECLARE_DATADESC(); + + void Spawn( void ); + void Precache( void ); + Class_T Classify ( void ); + void HandleAnimEvent( animevent_t *pEvent ); + int GetSoundInterests ( void ); + bool CreateBehaviors( void ); + int SelectSchedule( void ); + +private: + CAI_FollowBehavior m_FollowBehavior; +}; + +LINK_ENTITY_TO_CLASS( npc_mossman, CNPC_Mossman ); + +BEGIN_DATADESC( CNPC_Mossman ) +// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI) +END_DATADESC() + +//----------------------------------------------------------------------------- +// Classify - indicates this NPC's place in the +// relationship table. +//----------------------------------------------------------------------------- +Class_T CNPC_Mossman::Classify ( void ) +{ + return CLASS_PLAYER_ALLY_VITAL; +} + + + +//----------------------------------------------------------------------------- +// HandleAnimEvent - catches the NPC-specific messages +// that occur when tagged animation frames are played. +//----------------------------------------------------------------------------- +void CNPC_Mossman::HandleAnimEvent( animevent_t *pEvent ) +{ + switch( pEvent->event ) + { + case 1: + default: + BaseClass::HandleAnimEvent( pEvent ); + break; + } +} + +//----------------------------------------------------------------------------- +// GetSoundInterests - generic NPC can't hear. +//----------------------------------------------------------------------------- +int CNPC_Mossman::GetSoundInterests ( void ) +{ + return NULL; +} + +//----------------------------------------------------------------------------- +// Spawn +//----------------------------------------------------------------------------- +void CNPC_Mossman::Spawn() +{ + Precache(); + + BaseClass::Spawn(); + + SetModel( "models/mossman.mdl" ); + + SetHullType(HULL_HUMAN); + SetHullSizeNormal(); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + SetBloodColor( BLOOD_COLOR_RED ); + m_iHealth = 8; + m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) + m_NPCState = NPC_STATE_NONE; + + CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); + CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); + AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); + + NPCInit(); +} + +//----------------------------------------------------------------------------- +// Precache - precaches all resources this NPC needs +//----------------------------------------------------------------------------- +void CNPC_Mossman::Precache() +{ + PrecacheModel( "models/mossman.mdl" ); + + BaseClass::Precache(); +} + +//========================================================= +// Purpose: +//========================================================= +bool CNPC_Mossman::CreateBehaviors() +{ + AddBehavior( &m_FollowBehavior ); + + return BaseClass::CreateBehaviors(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CNPC_Mossman::SelectSchedule( void ) +{ + if ( !BehaviorSelectSchedule() ) + { + } + + return BaseClass::SelectSchedule(); +} + +//----------------------------------------------------------------------------- +// AI Schedules Specific to this NPC +//----------------------------------------------------------------------------- |