Npc New.cpp
Source file npc_new.cpp is also known as monster_dummy.cpp; found in newly created mod folders and used as a template for creating a new npc from scratch.
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // This is a skeleton file for use when creating a new // NPC. Copy and rename this file for the new // NPC and add the copy to the build. // // Leave this file in the build until we ship! Allowing // this file to be rebuilt with the rest of the game ensures // that it stays up to date with the rest of the NPC code. // // Replace occurances of CNewNPC with the new NPC's // classname. Don't forget the lower-case occurance in // LINK_ENTITY_TO_CLASS() // // // ASSUMPTIONS MADE: // // You're making a character based on CAI_BaseNPC. If this // is not true, make sure you replace all occurances // of 'CAI_BaseNPC' in this file with the appropriate // parent class. // // You're making a human-sized NPC that walks. // //=============================================================================//
- include "cbase.h"
- include "ai_default.h"
- include "ai_task.h"
- include "ai_schedule.h"
- include "ai_hull.h"
- include "soundent.h"
- include "game.h"
- include "npcevent.h"
- include "entitylist.h"
- include "activitylist.h"
- include "ai_basenpc.h"
- include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
- include "tier0/memdbgon.h"
//========================================================= // Private activities //========================================================= int ACT_MYCUSTOMACTIVITY = -1;
//========================================================= // Custom schedules //========================================================= enum { SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE, };
//========================================================= // Custom tasks //========================================================= enum { TASK_MYCUSTOMTASK = LAST_SHARED_TASK, };
//=========================================================
// Custom Conditions
//=========================================================
enum
{
COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
};
//=========================================================
//=========================================================
class CNewNPC : public CAI_BaseNPC
{
DECLARE_CLASS( CNewNPC, CAI_BaseNPC );
public: void Precache( void ); void Spawn( void ); Class_T Classify( void );
DECLARE_DATADESC();
// This is a dummy field. In order to provide save/restore // code in this file, we must have at least one field // for the code to operate on. Delete this field when // you are ready to do your own save/restore for this // character. int m_iDeleteThisField;
DEFINE_CUSTOM_AI; };
LINK_ENTITY_TO_CLASS( npc_newnpc, CNewNPC ); IMPLEMENT_CUSTOM_AI( npc_citizen,CNewNPC );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNewNPC )
DEFINE_FIELD( m_iDeleteThisField, FIELD_INTEGER ),
END_DATADESC()
//----------------------------------------------------------------------------- // Purpose: Initialize the custom schedules // Input : // Output : //----------------------------------------------------------------------------- void CNewNPC::InitCustomSchedules(void) { INIT_CUSTOM_AI(CNewNPC);
ADD_CUSTOM_TASK(CNewNPC, TASK_MYCUSTOMTASK);
ADD_CUSTOM_SCHEDULE(CNewNPC, SCHED_MYCUSTOMSCHEDULE);
ADD_CUSTOM_ACTIVITY(CNewNPC, ACT_MYCUSTOMACTIVITY);
ADD_CUSTOM_CONDITION(CNewNPC, COND_MYCUSTOMCONDITION); }
//----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CNewNPC::Precache( void ) { PrecacheModel( "models/mymodel.mdl" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNewNPC::Spawn( void )
{
Precache();
SetModel( "models/mymodel.mdl" ); SetHullType(HULL_HUMAN); SetHullSizeNormal();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 20; m_flFieldOfView = 0.5; m_NPCState = NPC_STATE_NONE;
CapabilitiesClear(); //CapabilitiesAdd( bits_CAP_NONE );
NPCInit(); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNewNPC::Classify( void )
{
return CLASS_NONE;
}
--M4pster 22:08, 1 February 2013 (PST)