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自学教程:C++ CapabilitiesAdd函数代码示例

51自学网 2021-06-01 20:09:24
  C++
这篇教程C++ CapabilitiesAdd函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CapabilitiesAdd函数的典型用法代码示例。如果您正苦于以下问题:C++ CapabilitiesAdd函数的具体用法?C++ CapabilitiesAdd怎么用?C++ CapabilitiesAdd使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了CapabilitiesAdd函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Precache

//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CGoat::Spawn( void ){	Precache();	SetModel( GOAT_MODEL );	SetHullType(HULL_MEDIUM);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_RED );	m_iHealth				= sk_goat_health.GetFloat();//	m_iMaxHealth			= m_iHealth;	m_flFieldOfView	= 0.5; // indicates the width of this NPC's forward view cone ( as a dotproduct result )	m_NPCState	= NPC_STATE_NONE;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND );	// innate Range attack ( howling / shaking)		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );		// innate Melee attack ( charge+head attack / bite attack (from fish bite or byte missed with event )		CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );		BaseClass::Spawn();}
开发者ID:fuzzzzzz,项目名称:jurassic-life,代码行数:33,


示例2: Precache

//=========================================================// Spawn//=========================================================void CNPC_HL1Barney::Spawn(){	Precache( );	SetModel( "models/hl1bar.mdl");	SetRenderColor( 255, 255, 255, 255 );		SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_bloodColor		= BLOOD_COLOR_RED;	m_iHealth			= sk_barneyhl1_health.GetFloat();	SetViewOffset( Vector ( 0, 0, 100 ) );// 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_NPCState			= NPC_STATE_NONE;	SetBodygroup( 1, 0 );	m_fGunDrawn			= false;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE | bits_CAP_DOORS_GROUP);	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );		NPCInit();		SetUse( &CNPC_HL1Barney::FollowerUse );}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:35,


示例3: Precache

//=========================================================// Spawn//=========================================================void CGenericActor::Spawn(){    Precache();    SetModel( STRING( GetModelName() ) );    /*    	if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) )    		UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);    	else    		UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);    */    if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ||            FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) ||            FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )    {        UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);    }    else    {        UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN));    }    if ( !FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )    {        SetSolid( SOLID_BBOX );        AddSolidFlags( FSOLID_NOT_STANDABLE );    }    else    {        SetSolid( SOLID_NONE );    }    SetMoveType( MOVETYPE_STEP );    SetBloodColor( BLOOD_COLOR_RED );    m_iHealth			= 8;    m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )    m_NPCState			= NPC_STATE_NONE;    CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );    // remove head turn if no eyes or forward attachment    if (LookupAttachment( "eyes" ) > 0 && LookupAttachment( "forward" ) > 0)    {        CapabilitiesAdd(  bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );    }    if (m_strHullName != NULL_STRING)    {        SetHullType( NAI_Hull::LookupId( STRING( m_strHullName ) ) );    }    else    {        SetHullType( HULL_HUMAN );    }    SetHullSizeNormal( );    NPCInit();}
开发者ID:KermitAudio,项目名称:MSS,代码行数:63,


示例4: Precache

//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------void CRebelZombie::Spawn( void ){	Precache();	m_fIsHeadless = false;	m_iRebelZombieSkin = random->RandomInt(1,4);#ifdef HL2_EPISODIC	SetBloodColor( BLOOD_COLOR_ZOMBIE );#else	SetBloodColor( BLOOD_COLOR_GREEN );#endif // HL2_EPISODIC	m_iHealth			= sk_rebel_zombie_health.GetFloat();	m_flFieldOfView		= 0.2;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_USE_WEAPONS );	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );	//GetNavigator()->SetRememberStaleNodes( false );	BaseClass::Spawn();	m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:30,


示例5: GetModelName

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Kleiner::Spawn(){	// Allow custom model usage (mostly for monitors)	char *szModel = (char *)STRING( GetModelName() );	if (!szModel || !*szModel)	{		szModel = "models/kleiner.mdl";		SetModelName( AllocPooledString(szModel) );	}	Precache();	SetModel( szModel );	BaseClass::Spawn();	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_RED );	m_iHealth			= 8;	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;		CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	NPCInit();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:36,


示例6: Precache

//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_GMan::Spawn(){	Precache();	BaseClass::Spawn();	SetModel( "models/gman.mdl" );	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_RED );	m_iHealth			= 8;	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;	SetImpactEnergyScale( 0.0f ); // no physics damage on the gman		CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );	NPCInit();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:29,


示例7: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Bug_Warrior::Spawn( void ){	Precache();	SetModel( BUG_WARRIOR_MODEL );	SetHullType(HULL_WIDE_HUMAN);//HULL_WIDE_SHORT;	SetHullSizeNormal();	SetDefaultEyeOffset();	SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 );	// See from my center	SetDistLook( 1024.0 );		SetNavType(NAV_GROUND);	m_NPCState		= NPC_STATE_NONE;	SetBloodColor( BLOOD_COLOR_YELLOW );	m_iHealth		= npc_bug_warrior_health.GetFloat();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_iszPatrolPathName = NULL_STRING;	// Only do this if a squadname appears in the entity	if ( m_SquadName != NULL_STRING )	{		CapabilitiesAdd( bits_CAP_SQUAD );	}	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 );	NPCInit();	BaseClass::Spawn();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:38,


示例8: Precache

void CNPC_Infected::Spawn(){	Precache();	SetZombieModel();	BaseClass::Spawn();	SetHullType( HULL_HUMAN );	SetHullSizeNormal();	SetDefaultEyeOffset();		SetNavType( NAV_GROUND );	m_NPCState = NPC_STATE_NONE;		m_iHealth = m_iMaxHealth = sk_infected_health.GetInt();	m_flFieldOfView		= 0.2;	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetupGlobalModelData();		CapabilitiesAdd( bits_CAP_MOVE_GROUND );	CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 );	NPCInit();}
开发者ID:wrenchmods,项目名称:Sleepless,代码行数:29,


示例9: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTDP_NPC_CombineS::Spawn( void ){	Precache();	SetModel( STRING( GetModelName() ) );	if( IsElite() )	{		// Stronger, tougher.		SetHealth( sk_combine_guard_health.GetFloat() );		SetMaxHealth( sk_combine_guard_health.GetFloat() );		SetKickDamage( sk_combine_guard_kick.GetFloat() );	}	else	{		SetHealth( sk_combine_s_health.GetFloat() );		SetMaxHealth( sk_combine_s_health.GetFloat() );		SetKickDamage( sk_combine_s_kick.GetFloat() );	}	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );	CapabilitiesAdd( bits_CAP_DOORS_GROUP );	BaseClass::Spawn();}
开发者ID:jrbedard,项目名称:troy-divine-playground,代码行数:28,


示例10: Precache

//=========================================================// Spawn//=========================================================void CNPC_Houndeye::Spawn(){	Precache( );	SetModel("models/houndeye.mdl");	SetHullType(HULL_WIDE_SHORT);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_YELLOW );	m_iHealth			= sk_Houndeye_health.GetFloat();	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;	m_fAsleep			= false; // everyone spawns awake	m_fDontBlink		= false;	CapabilitiesAdd( bits_CAP_SQUAD );	CapabilitiesAdd( bits_CAP_MOVE_GROUND );	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );	CapabilitiesAdd( bits_CAP_TURN_HEAD );	m_flNextSecondaryAttack = 0;	m_bLoopClockwise		= random->RandomInt(0,1) ? true : false;	m_pEnergyWave			= NULL;	m_flEndEnergyWaveTime	= 0;	SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); 	NPCInit();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:35,


示例11: Precache

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_CombineS::Spawn( void ){	Precache();	SetModel( STRING( GetModelName() ) );	if( IsElite() )	{		// Stronger, tougher.		SetHealth( sk_combine_guard_health.GetFloat() );		SetMaxHealth( sk_combine_guard_health.GetFloat() );		SetKickDamage( sk_combine_guard_kick.GetFloat() );	}	else	{		SetHealth( sk_combine_s_health.GetFloat() );		SetMaxHealth( sk_combine_s_health.GetFloat() );		SetKickDamage( sk_combine_s_kick.GetFloat() );	}	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );	CapabilitiesAdd( bits_CAP_DOORS_GROUP );	BaseClass::Spawn();#if HL2_EPISODIC	if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT))	{		Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!/n", GetDebugName() );	}#endif}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:35,


示例12: CLEARBITS

//-----------------------------------------------------------------------------// Purpose: Tell the driver to start firing at targets//-----------------------------------------------------------------------------void CNPC_VehicleDriver::InputStartFiring( inputdata_t &inputdata ){	CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );	SetCondition( COND_PROVOKED );	float flMinRange, flMaxRange;	// If the vehicle has a weapon, set our capability	if ( m_pVehicleInterface->NPC_HasPrimaryWeapon() )	{		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );		m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );		// Ensure the look distances is long enough		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )		{			m_flDistTooFar = flMaxRange;			SetDistLook( flMaxRange );		}	}	if ( m_pVehicleInterface->NPC_HasSecondaryWeapon() )	{		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 );		m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );		// Ensure the look distances is long enough		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )		{			m_flDistTooFar = flMaxRange;			SetDistLook( flMaxRange );		}	}}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:36,


示例13: Precache

//=========================================================// Spawn//=========================================================void CNPC_HAssassin::Spawn(){	Precache( );	SetModel( "models/hassassin.mdl");		SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetNavType ( NAV_GROUND );	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_bloodColor		= BLOOD_COLOR_RED;    ClearEffects();	m_iHealth			= sk_hassassin_health.GetFloat();	m_flFieldOfView		= VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;		m_HackedGunPos		= Vector( 0, 24, 48 );	m_iTargetRanderamt	= 20;	SetRenderColor( 255, 255, 255, 20 );	m_nRenderMode		= kRenderTransTexture;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND );	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );	NPCInit();}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:35,


示例14: SetSolid

//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Eli::SetupWithoutParent( void ){	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );}
开发者ID:Muini,项目名称:Nag-asw,代码行数:12,


示例15: Precache

//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CNPC_Assassin::Spawn( void ){	Precache();	SetModel( "models/fassassin.mdl" );	SetHullType(HULL_HUMAN);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_RED );		m_iHealth			= sk_assassin_health.GetFloat();	m_flFieldOfView		= 0.1;	m_NPCState			= NPC_STATE_NONE;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP );	CapabilitiesAdd( bits_CAP_SQUAD | bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );	//Turn on our guns	SetBodygroup( 1, 1 );	int attachment = LookupAttachment( "Eye" );	// Start up the eye glow	m_pEyeSprite = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );	if ( m_pEyeSprite != NULL )	{		m_pEyeSprite->SetAttachment( this, attachment );		m_pEyeSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 200, kRenderFxNone );		m_pEyeSprite->SetScale( 0.25f );	}	// Start up the eye trail	m_pEyeTrail	= CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );	if ( m_pEyeTrail != NULL )	{		m_pEyeTrail->SetAttachment( this, attachment );		m_pEyeTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 200, kRenderFxNone );		m_pEyeTrail->SetStartWidth( 8.0f );		m_pEyeTrail->SetLifeTime( 0.75f );	}	NPCInit();	m_bEvade = false;	m_bAggressive = false;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:58,


示例16: SetHullType

void CASW_Parasite::Spawn( void ){		SetHullType(HULL_TINY);	BaseClass::Spawn();	SetModel( SWARM_PARASITE_MODEL);	if (FClassnameIs(this, "asw_parasite_defanged"))	{		m_bDefanged = true;		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(10);		SetBodygroup( 0, 1 );		m_fSuicideTime = gpGlobals->curtime + 60;	}	else	{		m_bDefanged = false;		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(25);		SetBodygroup( 0, 0 );		m_fSuicideTime = 0;	}	SetMoveType( MOVETYPE_STEP );	SetHullType(HULL_TINY);	SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );	SetViewOffset( Vector(6, 0, 11) ) ;		// Position of the eyes relative to NPC's origin.	m_NPCState	= NPC_STATE_NONE;	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );	m_bInfesting = false;	}
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:35,


示例17: Precache

//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CNPC_Blob::Spawn( void ){	Precache();	SetModel( NPC_BLOB_MODEL );	SetHullType(HULL_TINY);	SetHullSizeNormal();	SetSolid( SOLID_NONE );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	SetBloodColor( BLOOD_COLOR_RED );	m_iHealth			= INT_MAX;	m_flFieldOfView		= -1.0f;	m_NPCState			= NPC_STATE_NONE;	CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND );	m_Elements.RemoveAll();	NPCInit();	AddEffects( EF_NODRAW );	m_flMinElementDist = blob_mindist.GetFloat();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:33,


示例18: Precache

//=========================================================// Spawn//=========================================================void CNPC_Bullsquid::Spawn(){	Precache( );	SetModel( "models/bullsquid.mdl");	SetHullType(HULL_WIDE_SHORT);	SetHullSizeNormal();	SetSolid( SOLID_BBOX );	AddSolidFlags( FSOLID_NOT_STANDABLE );	SetMoveType( MOVETYPE_STEP );	m_bloodColor		= BLOOD_COLOR_GREEN;		SetRenderColor( 255, 255, 255, 255 );		m_iHealth			= sk_bullsquid_health.GetFloat();	m_flFieldOfView		= 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )	m_NPCState			= NPC_STATE_NONE;		CapabilitiesClear();	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );		m_fCanThreatDisplay	= TRUE;	m_flNextSpitTime = gpGlobals->curtime;	NPCInit();	m_flDistTooFar		= 784;}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:32,


示例19: Precache

//=========================================================// Spawn()// Crear un nuevo //=========================================================void CNPC_Scient::Spawn(){	Precache();	// Modelo y color de sangre.	SetModel(MODEL_BASE);	SetBloodColor(BLOOD);	// Tama
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