Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl1_ai_basenpc.h"
class CNPC_Bloater : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Bloater, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
/*void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void PainSound( const CTakeDamageInfo &info );
void AlertSound( void );
void IdleSound( void );
void AttackSnd( void );
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );*/
};
LINK_ENTITY_TO_CLASS( monster_bloater, CNPC_Bloater );
//=========================================================
// Spawn
//=========================================================
void CNPC_Bloater::Spawn()
{
Precache( );
SetModel( "models/floater.mdl");
// UTIL_SetSize( this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_FLY );
m_spawnflags |= FL_FLY;
m_bloodColor = BLOOD_COLOR_GREEN;
m_iHealth = 40;
// pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
SetRenderColor( 255, 255, 255, 255 );
NPCInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Bloater::Precache()
{
PrecacheModel("models/floater.mdl");
}