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.
*
****/
//=========================================================
// monster template
//=========================================================
#ifndef BARNEY_H
#define BARNEY_H
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_AE_RELOAD ( 5 )
#define BARNEY_AE_KICK ( 6 )
#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
#define SF_BARNEY_HAVESUIT 8
#define SF_BARNEY_LAZY_BARNEY 32
#define SF_BARNEY_CARDS_BARNEY 64
enum
{
SCHED_BARNEY_COVER_AND_RELOAD = LAST_COMMON_SCHEDULE + 1
};
//=========================================================
// CBarney
//=========================================================
class CBarney : public CTalkMonster
{
public:
virtual void Spawn( void );
virtual void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
virtual void BarneyFirePistol( void );
virtual void AlertSound( void );
int Classify( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
virtual void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
virtual Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
virtual void DeathSound( void );
virtual void PainSound( void );
virtual void TalkInit( void );
void CheckAmmo( void );
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};
#endif