From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/tempmonster.cpp | 210 ++++++++++++++++++------------------- 1 file changed, 105 insertions(+), 105 deletions(-) (limited to 'mp/src/game/server/tempmonster.cpp') 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 -- cgit v1.2.3