//========= Copyright © 1996-2005, 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