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