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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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//=========================================================
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// bullsquid - big, spotty tentacle-mouthed meanie.
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//=========================================================
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#ifndef BULLSQUID_H
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#define BULLSQUID_H
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//=========================================================
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// Bullsquid's spit projectile
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//=========================================================
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class CSquidSpit : public CBaseEntity
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{
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public:
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void Spawn(void);
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void Touch(CBaseEntity *pOther);
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void EXPORT Animate(void);
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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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int m_maxFrame;
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};
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//=========================================================
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// CBullsquid
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//=========================================================
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class CBullsquid : public CBaseMonster
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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void SetYawSpeed(void);
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int ISoundMask(void);
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virtual int Classify(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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virtual void IdleSound(void);
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virtual void PainSound(void);
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virtual void DeathSound(void);
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virtual void AlertSound(void);
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virtual void AttackSound(void);
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virtual void StartTask(Task_t *pTask);
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void RunTask(Task_t *pTask);
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virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
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virtual BOOL CheckMeleeAttack2(float flDot, float flDist);
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virtual BOOL CheckRangeAttack1(float flDot, float flDist);
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virtual void RunAI(void);
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BOOL FValidateHintType(short sHint);
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual int IRelationship(CBaseEntity *pTarget);
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virtual int IgnoreConditions(void);
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MONSTERSTATE GetIdealState(void);
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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virtual int SizeForGrapple() { return GRAPPLE_MEDIUM; }
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BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the bullsquid used the spit attack.
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};
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#endif // BULLSQUID_H
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