Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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.
*
****/
#ifndef BULLSQUID_H
#define BULLSQUID_H
#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1,
SCHED_SQUID_SMELLFOOD,
SCHED_SQUID_SEECRAB,
SCHED_SQUID_EAT,
SCHED_SQUID_SNIFF_AND_EAT,
SCHED_SQUID_WALLOW,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1,
};
//=========================================================
// Bullsquid's spit projectile
//=========================================================
class CSquidSpit : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, int iSpitSize );
void Touch( CBaseEntity *pOther );
void EXPORT Animate( void );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
class CBullsquid : public CBaseMonster
{
public:
virtual void Spawn( void );
virtual void Precache( void );
virtual void SetYawSpeed( void );
int ISoundMask( void );
virtual int Classify ( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
virtual void IdleSound( void );
virtual void PainSound( void );
virtual void DeathSound( void );
virtual void AlertSound ( void );
virtual void AttackSound( void );
virtual void StartTask ( Task_t *pTask );
virtual void RunTask ( Task_t *pTask );
virtual BOOL CheckMeleeAttack1 ( float flDot, float flDist );
virtual BOOL CheckMeleeAttack2 ( float flDot, float flDist );
virtual BOOL CheckRangeAttack1 ( float flDot, float flDist );
virtual void RunAI( void );
BOOL FValidateHintType ( short sHint );
virtual Schedule_t *GetSchedule( void );
virtual Schedule_t *GetScheduleOfType ( int Type );
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual int IRelationship ( CBaseEntity *pTarget );
virtual int IgnoreConditions ( void );
virtual MONSTERSTATE GetIdealState ( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
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.
float m_flNextSpitTime;// last time the bullsquid used the spit attack.
};
#endif // BULLSQUID_H