//========================================================= // StartMonster //========================================================= void CSquadMonster :: StartMonster( void ) { CBaseMonster :: StartMonster(); if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() ) { if ( !FStringNull( pev->netname ) ) { // if I have a groupname, I can only recruit if I'm flagged as leader if ( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) ) { return; } } // try to form squads now. int iSquadSize = SquadRecruit( 1024, 4 ); if ( iSquadSize ) { ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); } if ( IsLeader() && FClassnameIs ( pev, "monster_human_grunt" ) ) { SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack pev->skin = 0; } } }
//========================================================= // StartMonster //========================================================= void CSquadMonster :: StartMonster( void ) { CBaseMonster :: StartMonster(); if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() ) { if ( HasNetName() ) { // if I have a groupname, I can only recruit if I'm flagged as leader if ( !GetSpawnFlags().Any( SF_SQUADMONSTER_LEADER ) ) { return; } } // try to form squads now. int iSquadSize = SquadRecruit( 1024, 4 ); if ( iSquadSize ) { ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, GetClassname() ); } if ( IsLeader() && ClassnameIs( "monster_human_grunt" ) ) { SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack SetSkin( 0 ); } } }