Add custom model support.

This commit is contained in:
Giegue
2023-02-24 14:49:55 -03:00
parent 513cde6231
commit d4ecb16bf7
29 changed files with 85 additions and 43 deletions

View File

@@ -202,7 +202,7 @@ void CMHWGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hwgrunt.mdl");
SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hwgrunt.mdl"));
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
@@ -816,50 +816,41 @@ Schedule_t* CMHWGrunt :: GetScheduleOfType ( int Type )
case SCHED_HWGRUNT_ELOF_FAIL:
{
// human grunt is unable to move to a position that allows him to attack the enemy.
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ELOF_FAIL\n" );
return &slHWGruntELOFFail[ 0 ];
}
break;
case SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE\n" );
return &slHWGruntEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
// no pistols yet, always do standing attack
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_RANGE_ATTACK1\n" );
return &slHWGruntRangeAttack1B[ 0 ];
}
case SCHED_COMBAT_FACE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_COMBAT_FACE\n" );
return &slHWGruntCombatFace[ 0 ];
}
case SCHED_HWGRUNT_WAIT_FACE_ENEMY:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_WAIT_FACE_ENEMY\n" );
return &slHWGruntWaitInCover[ 0 ];
}
case SCHED_HWGRUNT_SWEEP:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SWEEP\n" );
return &slHWGruntSweep[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_VICTORY_DANCE\n" );
return &slHWGruntVictoryDance[ 0 ];
}
case SCHED_HWGRUNT_SUPPRESS:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SUPPRESS\n" );
return &slHWGruntSuppress[ 0 ];
}
case SCHED_FAIL:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_FAIL\n" );
if ( m_hEnemy != NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.