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140 lines
3.5 KiB
140 lines
3.5 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef FGRUNT_H
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#define FGRUNT_H
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//=========================================================
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// CFGrunt
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//=========================================================
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class CFGrunt : public CTalkMonster
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{
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public:
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#if 1
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virtual void KeyValue(KeyValueData *pkvd);
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#endif
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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 ISoundMask(void);
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void AlertSound(void);
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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void PrescheduleThink( void );
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void RunTask(Task_t *pTask);
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void StartTask(Task_t *pTask);
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virtual 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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BOOL FCanCheckAttacks(void);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack2(float flDot, float flDist);
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void DeclineFollowing(void);
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// AI functions
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void SetActivity(Activity newActivity);
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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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Schedule_t *GetSquadSchedule(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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virtual void TalkInit(void);
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void Killed(entvars_t *pevAttacker, int iGib);
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#if 1
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virtual BOOL IsMedic(void) const { return FALSE; }
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virtual CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL);
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void Fire(
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const Vector& vecShootOrigin,
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const Vector& vecShoorDir,
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const Vector& vecSpread,
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int model,
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int effects = EF_MUZZLEFLASH,
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int bulletType = BULLET_MONSTER_MP5,
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int soundType = TE_BOUNCE_SHELL);
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Vector GetGunPosition(void);
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void Shoot(void);
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void Shotgun(void);
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void Saw(void);
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virtual void GibMonster(void);
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void SpeakSentence(void);
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int IRelationship(CBaseEntity *pTarget);
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virtual BOOL FOkToSpeak(void);
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void JustSpoke(void);
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CBaseEntity *Kick(void);
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#endif
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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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float m_painTime;
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float m_checkAttackTime;
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BOOL m_lastAttackCheck;
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage;// how much pain has the player inflicted on me?
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flLastEnemySightTime;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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BOOL m_fStanding;
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize;
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int m_voicePitch;
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int m_iBrassShell;
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int m_iShotgunShell;
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int m_iSawShell;
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int m_iSentence;
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static const char *pGruntSentences[];
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CUSTOM_SCHEDULES;
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int head;
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int torso;
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};
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#endif // FGRUNT_H
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