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87 lines
2.4 KiB
87 lines
2.4 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef SCIENTIST_H
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#define SCIENTIST_H
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//=======================================================
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// Scientist
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//=======================================================
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class CScientist : public CTalkMonster
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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 SetYawSpeed(void);
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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void RunTask(Task_t *pTask);
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void StartTask(Task_t *pTask);
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int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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virtual int FriendNumber(int arrayNumber);
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void SetActivity(Activity newActivity);
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Activity GetStoppedActivity(void);
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int ISoundMask(void);
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void DeclineFollowing(void);
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float CoverRadius(void) { return 1200; } // Need more room for cover because scientists want to get far away!
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BOOL DisregardEnemy(CBaseEntity *pEnemy) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; }
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BOOL CanHeal(void);
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void Heal(void);
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void Scream(void);
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// Override these to set behavior
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Schedule_t *GetScheduleOfType(int Type);
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Schedule_t *GetSchedule(void);
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MONSTERSTATE GetIdealState(void);
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void DeathSound(void);
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void PainSound(void);
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void TalkInit(void);
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void Killed(entvars_t *pevAttacker, int iGib);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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CUSTOM_SCHEDULES;
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private:
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float m_painTime;
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float m_healTime;
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float m_fearTime;
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};
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//=========================================================
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// Dead Scientist PROP
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//=========================================================
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class CDeadScientist : public CBaseMonster
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{
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public:
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void Spawn(void);
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int Classify(void) { return CLASS_HUMAN_PASSIVE; }
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void KeyValue(KeyValueData *pkvd);
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int m_iPose;// which sequence to display
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static char *m_szPoses[7];
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};
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#endif // SCIENTIST_H
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