106 lines
2.9 KiB
C++
106 lines
2.9 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//=========================================================
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// NPC template
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//=========================================================
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if 0
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//=========================================================
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// NPC's Anim Events Go Here
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//=========================================================
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class CMyNPC : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CMyNPC, CAI_BaseNPC );
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void Spawn( void );
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void Precache( void );
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void MaxYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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};
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LINK_ENTITY_TO_CLASS( my_NPC, CMyNPC );
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//=========================================================
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// Classify - indicates this NPC's place in the
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// relationship table.
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//=========================================================
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int CMyNPC::Classify ( void )
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{
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return CLASS_MY_NPC;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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float CMyNPC::MaxYawSpeed ( void )
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{
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switch ( m_Activity )
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{
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case ACT_IDLE:
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default:
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return 90;
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the NPC-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CMyNPC::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 0:
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default:
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CAI_BaseNPC::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CMyNPC::Spawn()
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{
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Precache( );
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engine.SetModel(edict(), "models/mymodel.mdl");
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UTIL_SetSize( this, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
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SetSolid( SOLID_SLIDEBOX );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = 8;
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m_vecViewOffset = Vector ( 0, 0, 0 );// position of the eyes relative to NPC's origin.
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m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
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m_NPCState = NPCSTATE_NONE;
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NPCInit();
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}
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//=========================================================
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// Precache - precaches all resources this NPC needs
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//=========================================================
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void CMyNPC::Precache()
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{
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engine.PrecacheModel("models/mymodel.mdl");
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}
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//=========================================================
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// AI Schedules Specific to this NPC
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//=========================================================
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#endif
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