//-----------------------------------------------------------------------------
// No retrigger
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::Spawn( void )
{
	Precache();

	BaseClass::Spawn();
}
	void Spawn(void)
	{
		Precache();
		SET_MODEL(ENT(pev), "models/w_longjump.mdl");
		CItem::Spawn();
	}
Esempio n. 3
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//=========================================================
// Spawn
//=========================================================
void CFriend :: Spawn()
{
	Precache( );

	if (pev->model)
	SET_MODEL( ENT(pev), STRING(pev->model) );
	else if ( CVAR_GET_FLOAT("cl_ragdoll" ) != 0 )	
	SET_MODEL( ENT(pev),"physics/models/hgrunt_ally.mdl");
	else
	SET_MODEL( ENT(pev),"models/hgrunt_ally.mdl");

	UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= BLOOD_COLOR_RED;
	if (pev->health == 0) //LRC
		pev->health			= gSkillData.barneyHealth;
	pev->view_ofs		= Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
	m_flFieldOfView		= VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
	m_MonsterState		= MONSTERSTATE_NONE;

	m_fGunDrawn			= TRUE;

	m_afCapability		= bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;

	if (pev->frags == -1) //si no esta seteado la deagle
	{
		if (RANDOM_LONG( 0, 99 ) < 60) //
		{
			 pev->frags = 0;
//			 ALERT (at_console, "mp5\n");
		}
		else
		{
			pev->frags = 1;		
//			ALERT (at_console, "shotgun\n");
		}	
	}

	if (pev->frags)//shotgun
	{
		SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
		m_cClipSize		= 8;
	}
	else
	{
		SetBodygroup( GUN_GROUP, GUN_MP5 );
		m_cClipSize		= 30;
	}
	m_cAmmoLoaded		= m_cClipSize;
	
	//random heads
	switch (RANDOM_LONG(0,3))
	{
		case 0: SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); break;
		case 1:	SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); break;
		case 2: SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); break;
		case 3: SetBodygroup( HEAD_GROUP, HEAD_M203 ); break;	
	}

	//set random skins
	if (RANDOM_LONG( 0, 99 ) < 80)
	pev->skin = 0;	// light skin
	else
	pev->skin = 1;	// dark skin
	 
	//oh dear! commander is not a black guy!
	if ( GetBodygroup( HEAD_GROUP ) == HEAD_COMMANDER )
	pev->skin = 0;	// always light skin

	//right, the black guy must have dark arms
	if ( GetBodygroup( HEAD_GROUP ) == HEAD_M203 )
	pev->skin = 1;	// always dark skin

	MonsterInit();
	SetUse(&CFriend :: FollowerUse );
}
	void Spawn(void)
	{
		Precache();
		SET_MODEL(ENT(pev), "models/w_antidote.mdl");
		CItem::Spawn();
	}
	void Spawn(void)
	{
		Precache();
		SET_MODEL(ENT(pev), "models/w_security.mdl");
		CItem::Spawn();
	}
Esempio n. 6
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Crow::Spawn( void )
{
	BaseClass::Spawn();

#ifdef _XBOX
	// Always fade the corpse
	AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX

	char *szModel = (char *)STRING( GetModelName() );
	if (!szModel || !*szModel)
	{
		szModel = "models/crow.mdl";
		SetModelName( AllocPooledString(szModel) );
	}

	Precache();
	SetModel( szModel );

	m_iHealth = sk_crow_health.GetFloat();

	SetHullType(HULL_TINY);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_STEP );

	m_flFieldOfView = VIEW_FIELD_FULL;
	SetViewOffset( Vector(6, 0, 11) );		// Position of the eyes relative to NPC's origin.

	m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 0.0f, 5.0f );

	SetBloodColor( BLOOD_COLOR_RED );
	m_NPCState = NPC_STATE_NONE;

	m_nMorale = random->RandomInt( 0, 12 );
	
	SetCollisionGroup( HL2COLLISION_GROUP_CROW );

	CapabilitiesClear();

	bool bFlying = ( ( m_spawnflags & SF_CROW_FLYING ) != 0 );
	SetFlyingState( bFlying ? FlyState_Flying : FlyState_Walking );

	// We don't mind zombies so much. They smell good!
	AddClassRelationship( CLASS_ZOMBIE, D_NU, 0 );

	m_bSoar = false;
	m_bOnJeep = false;
	m_flSoarTime = gpGlobals->curtime;

	NPCInit();

	m_iBirdType = BIRDTYPE_CROW;

	m_vLastStoredOrigin = vec3_origin;
	m_flLastStuckCheck = gpGlobals->curtime;

	m_flDangerSoundTime = gpGlobals->curtime;

	SetGoalEnt( NULL );
}
Esempio n. 7
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointTemplate::Spawn( void )
{
	Precache();
}
Esempio n. 8
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void CBaseButton::Spawn( )
{ 
	//----------------------------------------------------
	//determine sounds for buttons
	//a sound of 0 should not make a sound
	//----------------------------------------------------
	if ( m_sounds )
	{
		m_sNoise = MakeButtonSound( m_sounds );
		PrecacheScriptSound(m_sNoise.ToCStr());
	}
	else
	{
		m_sNoise = NULL_STRING;
	}

	Precache();

	if ( HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
	{
		SetThink ( &CBaseButton::ButtonSpark );
		SetNextThink( gpGlobals->curtime + 0.5f );// no hurry, make sure everything else spawns
	}

	// Convert movedir from angles to a vector
	QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );
	AngleVectors( angMoveDir, &m_vecMoveDir );

	SetMoveType( MOVETYPE_PUSH );
	SetSolid( SOLID_BSP );
	SetModel( STRING( GetModelName() ) );
	
	if (m_flSpeed == 0)
	{
		m_flSpeed = 40;
	}

	m_takedamage = DAMAGE_YES;

	if (m_flWait == 0)
	{
		m_flWait = 1;
	}

	if (m_flLip == 0)
	{
		m_flLip = 4;
	}

	m_toggle_state = TS_AT_BOTTOM;
	m_vecPosition1 = GetLocalOrigin();

	// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
	Vector vecButtonOBB = CollisionProp()->OBBSize();
	vecButtonOBB -= Vector( 2, 2, 2 );
	m_vecPosition2	= m_vecPosition1 + (m_vecMoveDir * (DotProductAbs( m_vecMoveDir, vecButtonOBB ) - m_flLip));

	// Is this a non-moving button?
	if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || HasSpawnFlags(SF_BUTTON_DONTMOVE) )
	{
		m_vecPosition2 = m_vecPosition1;
	}

	m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
	m_fRotating = FALSE;

	if (HasSpawnFlags(SF_BUTTON_LOCKED))
	{
		m_bLocked = true;
	}

	//
	// If using activates the button, set its use function.
	//
	if (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
	{
		SetUse(&CBaseButton::ButtonUse);
	}
	else
	{
		SetUse(NULL);
	}

	//
	// If touching activates the button, set its touch function.
	//
	if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
	{
		SetTouch( &CBaseButton::ButtonTouch );
	}
	else 
	{
		SetTouch ( NULL );
	}

	CreateVPhysics();
}
Esempio n. 9
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void CWorld :: Spawn( void )
{
	g_fGameOver = FALSE;
	Precache( );
}
Esempio n. 10
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//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::Spawn()
{
	Precache();

	SetModel(COMBINE_CAMERA_MODEL);

	m_pEyeFlash = CSprite::SpriteCreate(COMBINE_CAMERA_FLASH_SPRITE, GetLocalOrigin(), FALSE);
	m_pEyeFlash->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
	m_pEyeFlash->SetAttachment(this, 2);
	m_pEyeFlash->SetBrightness(0);
	m_pEyeFlash->SetScale(1.0);

	BaseClass::Spawn();

	m_HackedGunPos	= Vector(0, 0, 12.75);
	SetViewOffset(EyeOffset(ACT_IDLE));
	m_flFieldOfView	= CAMERA_FOV_WIDE;
	m_takedamage	= DAMAGE_YES;
	m_iHealth		= 50;
	m_bloodColor	= BLOOD_COLOR_MECH;
	
	SetSolid(SOLID_BBOX);
	AddSolidFlags(FSOLID_NOT_STANDABLE);

	SetHeight(COMBINE_CAMERA_RETRACT_HEIGHT);

	AddFlag(FL_AIMTARGET);

	SetPoseParameter(COMBINE_CAMERA_BC_YAW, 0);
	SetPoseParameter(COMBINE_CAMERA_BC_PITCH, 0);

	m_iAmmoType = GetAmmoDef()->Index("Pistol");

	// Create our eye sprite
	m_pEyeGlow = CSprite::SpriteCreate(COMBINE_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false);
	m_pEyeGlow->SetTransparency(kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation);
	m_pEyeGlow->SetAttachment(this, 2);

	// Set our enabled state
	m_bEnabled = ((m_spawnflags & SF_COMBINE_CAMERA_STARTINACTIVE) == false);

	// Make sure the radii are sane.
	if (m_nOuterRadius <= 0)
	{
		m_nOuterRadius = 300;
	}

	if (m_nInnerRadius <= 0)
	{
		m_nInnerRadius = 450;
	}

	if (m_nOuterRadius < m_nInnerRadius)
	{
		swap(m_nOuterRadius, m_nInnerRadius);
	}

	// Do we start active?
	if (m_bEnabled)
	{
		Deploy();
	}
	else
	{
		SetEyeState(CAMERA_EYE_DISABLED);
	}

	//Adrian: No shadows on these guys.
	AddEffects( EF_NOSHADOW );

	// Stagger our starting times
	SetNextThink( gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f) );

	// Don't allow us to skip animation setup because our attachments are critical to us!
	SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
}
Esempio n. 11
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//
// ambient_generic - general-purpose user-defined static sound
//
void CAmbientGeneric :: Spawn( void )
{
/*
		-1 : "Default"
		0  : "Everywhere"
		200 : "Small Radius"
		125 : "Medium Radius"
		80  : "Large Radius"
*/

	if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) )
	{
		m_flAttenuation = ATTN_NONE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS) )
	{
		m_flAttenuation = ATTN_IDLE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS) )
	{
		m_flAttenuation = ATTN_STATIC;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS) )
	{
		m_flAttenuation = ATTN_NORM;
	}
	else 
	{// if the designer didn't set a sound attenuation, default to one.
		m_flAttenuation = ATTN_STATIC;
	}
	
	char* szSoundFile = (char*) STRING(pev->message);

	if ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 )
	{
		ALERT( at_error, "EMPTY AMBIENT AT: %f, %f, %f\n", pev->origin.x, pev->origin.y, pev->origin.z );
		pev->nextthink = gpGlobals->time + 0.1;
		SetThink( &CAmbientGeneric::SUB_Remove );
		return;
	}
    pev->solid		= SOLID_NOT;
    pev->movetype	= MOVETYPE_NONE;

	// Set up think function for dynamic modification 
	// of ambient sound's pitch or volume. Don't
	// start thinking yet.

	SetThink(&CAmbientGeneric::RampThink);
	pev->nextthink = 0;

	// allow on/off switching via 'use' function.

	SetUse ( &CAmbientGeneric::ToggleUse );
	
	m_fActive = false;

	if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) )
		m_fLooping = false;
	else
		m_fLooping = true;
	Precache( );
}
Esempio n. 12
0
	void Spawn( void )
	{ 
		Precache( );
		SET_MODEL(ENT(pev), "models/weapons/mp7/w_mp7clip.mdl");
		CBasePlayerAmmo::Spawn( );
	}