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53 lines
1.5 KiB
53 lines
1.5 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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* 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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#ifndef ZOMBIE_H
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#define ZOMBIE_H
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//=========================================================
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// Zombie
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//=========================================================
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class CZombie : 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 Classify(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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int IgnoreConditions(void);
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float m_flNextFlinch;
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void PainSound(void);
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void AlertSound(void);
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void IdleSound(void);
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void AttackSound(void);
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; }
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BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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};
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#endif // ZOMBIE_H
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