//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleMotorcycle::Spawn() { SetModel( MOTORCYCLE_MODEL ); // This size is used for placement only... UTIL_SetSize(this, MOTORCYCLE_MINS, MOTORCYCLE_MAXS); m_takedamage = DAMAGE_YES; m_iHealth = vehicle_motorcycle_health.GetInt(); SetType( OBJ_VEHICLE_MOTORCYCLE ); SetMaxPassengerCount( 4 ); BaseClass::Spawn(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleMortar::Spawn() { SetModel( MORTAR_MODEL ); // This size is used for placement only... SetSize(MORTAR_MINS, MORTAR_MAXS); m_takedamage = DAMAGE_YES; m_iHealth = vehicle_mortar_health.GetInt(); SetType( OBJ_VEHICLE_MORTAR ); SetMaxPassengerCount( 1 ); BaseClass::Spawn(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleSiegeTower::Spawn() { SetVehicleSounds( SIEGE_TOWER_START_SOUND, SIEGE_TOWER_RUNNING_SOUND, NULL, NULL ); SetModel( SIEGE_TOWER_MODEL ); // This size is used for placement only... UTIL_SetSize( this, SIEGE_TOWER_MINS, SIEGE_TOWER_MAXS ); m_takedamage = DAMAGE_YES; m_iHealth = vehicle_siege_tower_health.GetInt(); SetType( OBJ_SIEGE_TOWER ); SetMaxPassengerCount( 4 ); BaseClass::Spawn(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVehicleTeleportStation::Spawn() { SetVehicleSounds( TELEPORT_STATION_START_SOUND, TELEPORT_STATION_RUNNING_SOUND, NULL, NULL ); SetModel( TELEPORT_STATION_MODEL ); // This size is used for placement only... UTIL_SetSize( this, TELEPORT_STATION_MINS, TELEPORT_STATION_MAXS ); m_takedamage = DAMAGE_YES; m_iHealth = vehicle_teleport_station_health.GetInt(); SetType( OBJ_VEHICLE_TELEPORT_STATION ); SetMaxPassengerCount( 4 ); SetBodygroup( 1, true ); BaseClass::Spawn(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectBaseMannedGun::Spawn() { m_takedamage = DAMAGE_YES; SetMaxPassengerCount( 1 ); m_flGunYaw = 0; m_flGunPitch = 0; m_flBarrelPitch = 0; BaseClass::Spawn(); // Manned guns don't need to be built like other vehicles int curFlags = GetObjectFlags(); curFlags &= ~OF_MUST_BE_BUILT_IN_CONSTRUCTION_YARD; curFlags &= ~OF_MUST_BE_BUILT_ON_ATTACHMENT; curFlags &= ~OF_DOESNT_NEED_POWER; curFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ; SetObjectFlags( curFlags ); m_flMaxRange = 0; }