Exemplo n.º 1
0
void CCycler::GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax)
{
	if (!szModel || !*szModel)
	{
		Warning( "cycler at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
		UTIL_Remove( this );
		return;
	}

	PrecacheModel( szModel );
	SetModel( szModel );

	m_bloodColor = DONT_BLEED;

	CCycler::Spawn( );

	UTIL_SetSize(this, vecMin, vecMax);
}
Exemplo n.º 2
0
void AvHBasePlayerWeapon::Spawn()
{
	CBasePlayerWeapon::Spawn();

	this->pev->solid = SOLID_BBOX;
	this->pev->movetype = MOVETYPE_TOSS;
	UTIL_SetOrigin(this->pev, this->pev->origin);
	UTIL_SetSize(this->pev, kMarineItemMinSize, kMarineItemMaxSize);
	
	this->pev->iuser3 = AVH_USER3_MARINEITEM;

	#ifdef AVH_SERVER
	if(!this->GetIsPersistent())
	{
		this->mLifetime = AvHSUGetWeaponStayTime();
	}
	#endif
}
Exemplo n.º 3
0
//=========================================================
// Spawn
//=========================================================
void CBloater::Spawn()
{
    Precache();

    SET_MODEL(ENT(pev), "models/floater.mdl");
    UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);

    pev->solid    = SOLID_SLIDEBOX;
    pev->movetype = MOVETYPE_FLY;
    pev->spawnflags |= FL_FLY;
    m_bloodColor    = BLOOD_COLOR_GREEN;
    pev->health     = 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_MonsterState  = MONSTERSTATE_NONE;

    MonsterInit();
}
Exemplo n.º 4
0
void CFuncMachinegun::RealReSpawn( void )
{
	pev->armorvalue = pev->armortype;
	pev->health 	= pev->max_health;
	pev->takedamage = DAMAGE_AIM;
	pev->movetype	= MOVETYPE_FLY;
	pev->solid	= SOLID_BBOX;
	pev->angles.x	= 0;
	pev->renderfx 	= 51;
	pev->origin 	= pev->oldorigin;
	pev->effects 	= 0;
	m_iAmmo         = pev->weapons;
	UTIL_SetSize( pev, Vector(-25,-25,0), Vector(25,25,35));

	ResetSequenceInfo();
	m_fSequenceLoops = TRUE;
	InitBoneControllers();
}
Exemplo n.º 5
0
//=========================================================
// Spawn
//=========================================================
void CZombie :: Spawn()
{
	Precache( );

	SET_MODEL(ENT(pev), "models/zombie.mdl");
	UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= BLOOD_COLOR_GREEN;
	pev->health			= gSkillData.zombieHealth;
	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_MonsterState		= MONSTERSTATE_NONE;
	m_afCapability		= bits_CAP_DOORS_GROUP;

	MonsterInit();
}
Exemplo n.º 6
0
void CMiniTurret::Spawn()
{ 
	Precache( );
	SET_MODEL(ENT(pev), "models/miniturret.mdl");
	pev->health			= gSkillData.miniturretHealth;
	m_HackedGunPos		= Vector( (float)0, (float)0, (float)12.75 );
	m_flMaxSpin = 0;
	pev->view_ofs.z = 12.75;

	CBaseTurret::Spawn( );
	m_iRetractHeight = 16;
	m_iDeployHeight = 32;
	m_iMinPitch	= -15;
	UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));

	SetThink(&CMiniTurret::Initialize);	
	pev->nextthink = gpGlobals->time + 0.3; 
}
Exemplo n.º 7
0
void CRagGib::Spawn( const char *szModel, const Vector &vecOrigin, const Vector &vecForce, float flFadeTime = 0.0 )
{
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_SOLID );
	SetModel( szModel );
	UTIL_SetSize(this, vec3_origin, vec3_origin);
	UTIL_SetOrigin( this, vecOrigin );
	if ( !BecomeRagdollOnClient( vecForce ) )
	{
		AddSolidFlags( FSOLID_NOT_STANDABLE );
		RemoveSolidFlags( FSOLID_NOT_SOLID );
	}

	if( flFadeTime > 0.0 )
	{
		SUB_StartFadeOut( flFadeTime );
	}
}
Exemplo n.º 8
0
void CWeapon_SLAM::Spawn( )
{
	BaseClass::Spawn();

	Precache( );

	UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));

	FallInit();// get ready to fall down

	SetThink( NULL );

	m_tSlamState		= SLAM_TRIPMINE_READY;
	m_flWallSwitchTime	= 0;

	// Give 1 piece of default ammo when first picked up
	m_iClip2 = 1;
}
//=========================================================
//=========================================================
void CFlockingFlyer :: SpawnCommonCode( )
{
	pev->deadflag	= DEAD_NO;
	pev->classname	= MAKE_STRING("monster_flyer");
	pev->solid		= SOLID_SLIDEBOX;
	pev->movetype	= MOVETYPE_FLY;
	pev->takedamage	= DAMAGE_NO;
	pev->health		= 1;

	m_fPathBlocked	= FALSE;// obstacles will be detected
	m_flFieldOfView	= 0.2;

	//SET_MODEL(ENT(pev), "models/aflock.mdl");
	SET_MODEL(ENT(pev), "models/boid.mdl");

//	UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0));
	UTIL_SetSize(pev, Vector(-5,-5,0), Vector(5,5,2));
}
Exemplo n.º 10
0
Arquivo: xen.cpp Projeto: Arkshine/NS
void CXenHair::Spawn( void )
{
	Precache();
	SET_MODEL( edict(), "models/hair.mdl" );
	UTIL_SetSize( pev, Vector(-4,-4,0), Vector(4,4,32));
	pev->sequence = 0;
	
	if ( !(pev->spawnflags & SF_HAIR_SYNC) )
	{
		pev->frame = RANDOM_FLOAT(0,255);
		pev->framerate = RANDOM_FLOAT( 0.7, 1.4 );
	}
	ResetSequenceInfo( );

	pev->solid = SOLID_NOT;
	pev->movetype = MOVETYPE_NONE;
	pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 );	// Load balance these a bit
}
Exemplo n.º 11
0
// UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage
void CBMortar:: Spawn( void )
{
	pev->movetype = MOVETYPE_TOSS;
	pev->classname = MAKE_STRING( "bmortar" );
	
	pev->solid = SOLID_BBOX;
	pev->rendermode = kRenderTransAlpha;
	pev->renderamt = 255;

	SET_MODEL(ENT(pev), "sprites/mommaspit.spr");
	pev->frame = 0;
	pev->scale = 0.5;

	UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) );

	m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
	pev->dmgtime = gpGlobals->time + 0.4;
}
Exemplo n.º 12
0
//-----------------------------------------------------------------------------
// Purpose: Setup basic values for Thrown grens
//-----------------------------------------------------------------------------
void CThrownGrenade::Spawn( void )
{
	// point sized, solid, bouncing
	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
	SetSolid( SOLID_BBOX );
	UTIL_SetSize(this, vec3_origin, vec3_origin);

	// Movement
	SetGravity( UTIL_ScaleForGravity( 648 ) );
	SetFriction(0.6);
	QAngle angles;
	VectorAngles( GetAbsVelocity(), angles );
	SetLocalAngles( angles );
	QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 );
	SetLocalAngularVelocity( vecAngVel );
	
	SetTouch( &CThrownGrenade::BounceTouch );
}
Exemplo n.º 13
0
//=========================================================
// Spawn
//=========================================================
void CController :: Spawn()
{
	Precache( );

	SET_MODEL(ENT(pev), "models/controller.mdl");
	UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ));

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_FLY;
	pev->flags			|= FL_FLY;
	m_bloodColor		= BLOOD_COLOR_GREEN;
	pev->health			= gSkillData.controllerHealth;
	pev->view_ofs		= Vector( 0, 0, -2 );// position of the eyes relative to monster's origin.
	m_flFieldOfView		= VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();
}
Exemplo n.º 14
0
//=========================================================
// Spawn
//=========================================================
void CRat :: Spawn()
{
    Precache( );

    SET_MODEL(ENT(pev), "models/bigrat.mdl");
    //SET_MODEL(ENT(pev), "models/w_isotopebox.mdl");
    UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );

    pev->solid			= SOLID_SLIDEBOX;
    pev->movetype		= MOVETYPE_STEP;
    m_bloodColor		= BLOOD_COLOR_RED;
    pev->health			= 8;
    pev->view_ofs		= Vector ( 0, 0, 6 );// 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_MonsterState		= MONSTERSTATE_NONE;

    MonsterInit();
}
void COsprey :: Spawn( void )
{
	Precache( );
	// motor
	pev->movetype = MOVETYPE_FLY;
	pev->solid = SOLID_BBOX;

	if (pev->model)
		SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
	else
		SET_MODEL(ENT(pev), "models/osprey.mdl");
	UTIL_SetSize(pev, Vector( -400, -400, -100), Vector(400, 400, 32));
	UTIL_SetOrigin( this, pev->origin );

	//ALERT(at_console, "Osprey origin %f %f %f\n", pev->origin.x, pev->origin.y, pev->origin.z);

	pev->flags |= FL_MONSTER;
	pev->takedamage		= DAMAGE_YES;
	m_flRightHealth		= 200;
	m_flLeftHealth		= 200;
	pev->health			= 400;

	pev->speed = 80; //LRC - default speed, in case path corners don't give a speed.

	m_flFieldOfView = 0; // 180 degrees

	pev->sequence = 0;
	ResetSequenceInfo( );
	pev->frame = RANDOM_LONG(0,0xFF);

	InitBoneControllers();

	SetThink(&COsprey :: FindAllThink );
	SetUse(&COsprey :: CommandUse );

	if (!(pev->spawnflags & SF_WAITFORTRIGGER))
	{
		SetNextThink( 1.0 );
	}

	m_pos2 = pev->origin;
	m_ang2 = pev->angles;
	m_vel2 = pev->velocity;
}
Exemplo n.º 16
0
//
// Tentacle Spawn
//
void CTentacle :: Spawn( )
{
	Precache( );

	pev->solid			= SOLID_BBOX;
	pev->movetype		= MOVETYPE_FLY;
	pev->effects		= 0;
	pev->health			= 75;
	pev->sequence		= 0;

	SET_MODEL(ENT(pev), "models/tentacle2.mdl");
	UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );

	pev->takedamage		= DAMAGE_AIM;
	pev->flags			|= FL_MONSTER;
	
	m_bloodColor		= BLOOD_COLOR_GREEN;

	SetThink( &CTentacle::Start );
	SetTouch( &CTentacle::HitTouch );
	SetUse( &CTentacle::CommandUse );

	pev->nextthink = gpGlobals->time + 0.2;

	ResetSequenceInfo( );
	m_iDir = 1;

	pev->yaw_speed = 18;
	m_flInitialYaw = pev->angles.y;
	pev->ideal_yaw = m_flInitialYaw;

	g_fFlySound = FALSE;
	g_fSquirmSound = FALSE;

	m_iHitDmg = 20;

	if (m_flMaxYaw <= 0)
		m_flMaxYaw = 65;

	m_MonsterState = MONSTERSTATE_IDLE;

	// SetThink( Test );
	UTIL_SetOrigin( pev, pev->origin );
}
Exemplo n.º 17
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeSpit::Spawn( void )
{
	Precache( );
	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLYGRAVITY );
	SetSolidFlags( FSOLID_NOT_STANDABLE );

	SetModel( "models/spitball_large.mdl" );
	UTIL_SetSize( this, vec3_origin, vec3_origin );

	SetUse( &CBaseGrenade::DetonateUse );
	SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
	SetNextThink( gpGlobals->curtime + 0.1f );

	m_flDamage		= sk_antlion_worker_spit_grenade_dmg.GetFloat();
	m_DmgRadius		= sk_antlion_worker_spit_grenade_radius.GetFloat();
	m_takedamage	= DAMAGE_NO;
	m_iHealth		= 1;

	SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );
	SetFriction( 0.8f );

	SetCollisionGroup( HL2COLLISION_GROUP_SPIT );

	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );

	// We're self-illuminating, so we don't take or give shadows
	AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );

	// Create the dust effect in place
	m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
	if ( m_hSpitEffect != NULL )
	{
		// Setup our basic parameters
		m_hSpitEffect->KeyValue( "start_active", "1" );
		m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );
		m_hSpitEffect->SetParent( this );
		m_hSpitEffect->SetLocalOrigin( vec3_origin );
		DispatchSpawn( m_hSpitEffect );
		if ( gpGlobals->curtime > 0.5f )
			m_hSpitEffect->Activate();
	}
}
Exemplo n.º 18
0
void CWeapon_Tripwire::Spawn( )
{
	UTIL_Remove(this);
	return;

	BaseClass::Spawn();

	Precache( );

	UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));


	FallInit();// get ready to fall down

	SetThink( NULL );

	// Give one piece of default ammo when first picked up
	m_iClip2 = 1;
}
Exemplo n.º 19
0
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CGrenadeBeam::Spawn( void )
{
	Precache( );
	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
	
	//UNDONE/HACK: this model is never used but one is needed
	SetModel( "Models/weapons/flare.mdl" );
	AddEffects( EF_NODRAW );

	SetTouch( &CGrenadeBeam::GrenadeBeamTouch );
	SetNextThink( gpGlobals->curtime );

	m_takedamage	= DAMAGE_NO;
	m_iHealth		= 1;
	SetGravity( 0.0001 );
	m_nNumHits		= 0;
	UTIL_SetSize( this, vec3_origin, vec3_origin );
}
Exemplo n.º 20
0
void CSquidSpit:: Spawn( void )
{
	Precache();

	SetMoveType ( MOVETYPE_FLY );
	SetClassname( "squidspit" );
	
	SetSolid( SOLID_BBOX );

	m_nRenderMode = kRenderTransAlpha;
	SetRenderColorA( 255 );
	SetModel( "" );

	SetSprite( CSprite::SpriteCreate( "sprites/bigspit.vmt", GetAbsOrigin(), true ) );
	
	UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );

	SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
}
Exemplo n.º 21
0
//=========================================================
// Spawn
//=========================================================
void CSoldier :: Spawn( void )
{
	if( !g_pGameRules->FAllowMonsters( ))
	{
		REMOVE_ENTITY( ENT(pev) );
		return;
	}

	Precache( );

	SET_MODEL(ENT(pev), "models/soldier.mdl");
	UTIL_SetSize( pev, Vector( -16, -16, -24 ), Vector( 16, 16, 40 ));

	pev->solid	= SOLID_SLIDEBOX;
	pev->movetype	= MOVETYPE_STEP;
	pev->health	= 30;

	WalkMonsterInit ();
}
Exemplo n.º 22
0
void CTripmineGrenade::Spawn( void )
{
	Precache( );
	// motor
	SetMoveType( MOVETYPE_FLY );
	SetSolid( SOLID_BBOX );
	SetModel( "models/Weapons/w_slam.mdl" );

    IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true );
	pObject->EnableMotion( false );
	SetCollisionGroup( COLLISION_GROUP_WEAPON );

	SetCycle( 0.0f );
	m_nBody			= 3;
	m_flDamage		= sk_plr_dmg_tripmine.GetFloat();
	m_DmgRadius		= sk_tripmine_radius.GetFloat();

	ResetSequenceInfo( );
	m_flPlaybackRate	= 0;
	
	UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));

	m_flPowerUp = gpGlobals->curtime + 2.0;
	
	SetThink( &CTripmineGrenade::PowerupThink );
	SetNextThink( gpGlobals->curtime + 0.2 );

	m_takedamage		= DAMAGE_YES;

	m_iHealth = 1;

	EmitSound( "TripmineGrenade.Place" );
	SetDamage ( 200 );

	// Tripmine sits at 90 on wall so rotate back to get m_vecDir
	QAngle angles = GetAbsAngles();
	angles.x -= 90;

	AngleVectors( angles, &m_vecDir );
	m_vecEnd = GetAbsOrigin() + m_vecDir * 2048;

	AddEffects( EF_NOSHADOW );
}
void CStickyBomb::Spawn()
{
	m_hOperator = GetOwnerEntity();
	Precache();
	SetModel( STICKY_BOMB_MODEL );
	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	m_takedamage = DAMAGE_NO;
	SetNextThink( TICK_NEVER_THINK );
	m_flAnimTime = gpGlobals->curtime;
	m_flPlaybackRate = 0.0;
	m_flCycle = 0;
	UTIL_SetSize( this, vec3_origin, vec3_origin );
	Relink();
	// no shadows, please.
	m_fEffects |= EF_NOSHADOW|EF_NORECEIVESHADOW;
	SetRenderColor( 255, 0, 0 );
}
Exemplo n.º 24
0
//=========================================================
// Spawn
//=========================================================
void CGMan :: Spawn()
{
	Precache();

	if (pev->model)
		SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
	else
		SET_MODEL( ENT(pev), "models/gman.mdl" );
	UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= DONT_BLEED;
	pev->health			= 100;
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();
}
Exemplo n.º 25
0
//
// Tentacle Spawn
//
void CTentacle :: Spawn( )
{
	Precache( );

	pev->solid		= SOLID_BBOX;
	pev->movetype		= MOVETYPE_FLY;
	pev->effects		= 0;
	pev->health		= 75;
	pev->sequence		= 0;

	SET_MODEL(ENT(pev), "models/tentacle2.mdl");
	UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );

	pev->takedamage = DAMAGE_AIM;
	pev->flags |= FL_MONSTER;
	
	m_bloodColor = BLOOD_COLOR_GREEN;

	SetThink( Start );
	SetTouch( HitTouch );
	SetUse( CommandUse );

	SetNextThink( 0.2 );

	ResetSequenceInfo( );
	m_iDir = 1;

	pev->yaw_speed = 18;
	m_flInitialYaw = GetAbsAngles().y;
	pev->ideal_yaw = m_flInitialYaw;

	g_fFlySound = FALSE;
	g_fSquirmSound = FALSE;

	m_iHitDmg = 20;

	if (m_flMaxYaw <= 0)
		m_flMaxYaw = 65;

	m_MonsterState = MONSTERSTATE_IDLE;

	RelinkEntity( TRUE );
}
//=========================================================
// Spawn
//=========================================================
void COtis :: Spawn()
{
	Precache( );

	SET_MODEL(ENT(pev), "models/otis.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 ( !m_fHostile )
		pev->health		= gSkillData.otisHealth;
	else
		pev->health		= gSkillData.otisHealth - 10;

	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;

	if ( !m_fHostile )
	{
		SetBodygroup( OT_GUN_GROUP, OT_GUN_HOLSTER );
		m_fGunDrawn	= FALSE;
	}
	else
	{
		SetBodygroup( OT_GUN_GROUP, OT_GUN_DRAWN );
		m_fGunDrawn	= TRUE;
	}

	if ( m_iHead == 0 )
		SetBodygroup( OT_HEAD_GROUP, OT_HEAD_NORMAL );

	if ( m_iHead == 1 )
		SetBodygroup( OT_HEAD_GROUP, OT_HEAD_BALD );

	m_afCapability	= bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
	MonsterInit();

	if ( !m_fHostile )
		SetUse( &CTalkMonster::FollowerUse );
}
Exemplo n.º 27
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBlobElement::Spawn()
{
	Precache();
	
	SetSolid( SOLID_NONE );
	SetMoveType( MOVETYPE_FLY );
	AddSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_NOT_SOLID );

	SetModel( GetBlobModelName() );
	UTIL_SetSize( this, vec3_origin, vec3_origin );

	QAngle angles(0,0,0);
	angles.y = random->RandomFloat( 0, 180 );
	SetAbsAngles( angles );

	AddEffects( EF_NOSHADOW );

	ReconfigureRandomParams();
}
Exemplo n.º 28
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectTeleporter::SetModel( const char *pModel )
{
	BaseClass::SetModel( pModel );

	// Reset this after model change
	UTIL_SetSize( this, TELEPORTER_MINS, TELEPORTER_MAXS );

	CreateBuildPoints();

	ReattachChildren();

	m_iDirectionBodygroup = FindBodygroupByName( "teleporter_direction" );
	m_iBlurBodygroup = FindBodygroupByName( "teleporter_blur" );

	if ( m_iBlurBodygroup >= 0 )
	{
		SetBodygroup( m_iBlurBodygroup, 0 );
	}
}
Exemplo n.º 29
0
//=========================================================
// Spawn
//=========================================================
void CHeadCrab :: Spawn()
{
	Precache( );

	SET_MODEL(ENT(pev), "models/headcrab.mdl");
	UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= BLOOD_COLOR_GREEN;
	pev->effects		= 0;
	pev->health			= gSkillData.headcrabHealth;
	pev->view_ofs		= Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin.
	pev->yaw_speed		= 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();
}
Exemplo n.º 30
0
//-----------------------------------------------------------------------------
// Sets the screen size + resolution
//-----------------------------------------------------------------------------
void CVGuiScreen::SetActualSize( float flWidth, float flHeight )
{
	m_flWidth = flWidth;
	m_flHeight = flHeight;

	Vector mins, maxs;
	mins.Init( 0.0f, 0.0f, -0.1f );
	maxs.Init( 0.0f, 0.0f, 0.1f );
	if (flWidth > 0)
		maxs.x = flWidth;
	else
		mins.x = flWidth;
	if (flHeight > 0)
		maxs.y = flHeight;
	else
		mins.y = flHeight;

	UTIL_SetSize( this, mins, maxs );
}