The same. Stepping by 16 units doesn't help. Well this function is just to test the origin step by step.
Quote:
Remember to set MOVETYPE_WALK on the monster!!!!
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Not sure if I should do because zombie spawns already with a specific configuration. I don't see any reference of such move type for monsters. MOVETYPE_WALK would be only for player.
Code:
void CZombie :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/zombie.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = gSkillData.zombieHealth;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
}
Edit: I was right, it crashes the server saying that's a bad movetype.
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