Add "classify" keyvalue to override monster classification.

This commit is contained in:
Julian
2020-06-03 13:57:06 -03:00
parent 1e68434df5
commit 6d4a608793
19 changed files with 116 additions and 7 deletions

View File

@@ -174,12 +174,15 @@ void CMHGrunt :: SpeakSentence( void )
//=========================================================
int CMHGrunt::IRelationship ( CMBaseEntity *pTarget )
{
if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) ||
// on single player, forcing R_NM makes sense.
// on multiplayer, a custom classification will cause misbehaviour.
/*
if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) ||
( strcmp(STRING(pTarget->pev->model), "models/garg.mdl") == 0 ))
{
return R_NM;
}
*/
return CMBaseMonster::IRelationship( pTarget );
}
@@ -596,6 +599,11 @@ void CMHGrunt :: CheckAmmo ( void )
//=========================================================
int CMHGrunt :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}