Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// hgrunt
//=========================================================
typedef enum
{
HGRUNT_SENT_NONE = -1,
HGRUNT_SENT_GREN = 0,
HGRUNT_SENT_ALERT,
HGRUNT_SENT_MONSTER,
HGRUNT_SENT_COVER,
HGRUNT_SENT_THROW,
HGRUNT_SENT_CHARGE,
HGRUNT_SENT_TAUNT
} HGRUNT_SENTENCE_TYPES;
class CHGrunt : public CSquadMonster
{
public:
virtual void Spawn( void );
virtual void Precache( void );
void SetYawSpeed( void );
int Classify( void );
int ISoundMask( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL FCanCheckAttacks( void );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack2( float flDot, float flDist );
void CheckAmmo( void );
void SetActivity( Activity NewActivity );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
void DeathSound( void );
void PainSound( void );
virtual void IdleSound( void );
Vector GetGunPosition( void );
virtual void Shoot( void );
virtual void Shotgun( void );
void PrescheduleThink( void );
virtual void GibMonster( void );
virtual void SpeakSentence( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CBaseEntity *Kick( void );
virtual Schedule_t *GetSchedule( void );
virtual Schedule_t *GetScheduleOfType( int Type );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual int IRelationship( CBaseEntity *pTarget );
BOOL FOkToSpeak( void );
void JustSpoke( void );
BOOL IsNotProvoked();
void Provoke();
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
int m_iShotgunShell;
int m_iSentence;
static const char *pGruntSentences[];
};