hl2_src-leak-2017/src/game/server/tempmonster.cpp

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//========= 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