52 lines
2.0 KiB
C++
52 lines
2.0 KiB
C++
#ifndef BASEEXTRA_H
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#define BASEEXTRA_H
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// any extra entities created in this project that aren't
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// monsters will go here
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//=========================================================
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// MonsterMaker - this ent creates monsters during the game.
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//=========================================================
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class CMMonsterMaker : public CMBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData* pkvd);
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void EXPORT ToggleUse ( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
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void EXPORT CyclicUse ( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value );
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void EXPORT MakerThink ( void );
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void DeathNotice ( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died.
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void MakeMonster( void );
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int m_iMonsterIndex;// index of the monster(s) that will be created.
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string_t m_iszCustomModel;// custom model that the monster will use.
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int m_iMonsterBlood;//blood color of spawned monsters.
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int m_cNumMonsters;// max number of monsters this ent can create
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int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time.
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int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive
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float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child
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BOOL m_fActive;
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BOOL m_fFadeChildren;// should we make the children fadeout?
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};
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//=========================================================
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// Ambient Music - Plays an mp3 music file to players.
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//=========================================================
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class CMAmbientMusic : public CMBaseMonster
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{
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public:
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void Spawn(void);
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//void Precache(void); // accessed before entvars are valid, manual precache in monster_config.cpp
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void KeyValue(KeyValueData* pkvd);
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void EXPORT MusicUse(edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value);
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BOOL m_fPlaying; // music is active
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};
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#endif // BASEEXTRA_H
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