//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/bacrodai.cpp                     $
// $Revision:: 3                                                              $
//   $Author:: Markd                                                          $
//     $Date:: 10/22/98 7:57p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/bacrodai.cpp                          $
// 
// 3     10/22/98 7:57p Markd
// put in proper pre-caching in all the classes
// 
// 2     10/20/98 3:25a Markd
// first time
// 
// 1     10/20/98 3:10a Markd
// 
// DESCRIPTION:
// Bacrodai
// 

#include "g_local.h"
#include "actor.h"
#include "bacrodai.h"

CLASS_DECLARATION( Actor, Bacrodai, "monster_bachrodai" );

Event	EV_Bacrodai_SpawnBat( "spawnbat" );

ResponseDef Bacrodai::Responses[] =
	{
	   { &EV_Bacrodai_SpawnBat, ( Response )&Bacrodai::SpawnBat },
		{ NULL, NULL }
	};

Bacrodai::Bacrodai()
	{
	setModel( "bacrodai.def" );
   modelIndex( "bat.def" );
	}

void Bacrodai::SpawnBat
	(
	Event *ev
	)

	{
   Actor * ent;
   str text;
   Vector pos;

   if ( !currentEnemy )
      return;

   pos = centroid - ( Vector( orientation[ 0 ] ) * 48 );

   // create a new entity
	G_InitSpawnArguments();

   G_SetSpawnArg( "model", "bat.def" );

	text = va( "%f %f %f", pos[ 0 ], pos[ 1 ], pos[ 2 ] );
	G_SetSpawnArg( "origin", text.c_str() );

	ent = new Actor;

	G_InitSpawnArguments();

	ent->MakeEnemy( currentEnemy, true );
	}
