Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

86 lines
2.1 KiB

/***
*
* 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 APACHE_H
#define APACHE_H
class CApache : public CBaseMonster
{
public:
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
virtual void Spawn(void);
virtual void Precache(void);
int IRelationship( CBaseEntity *pTarget );
int Classify(void) { return CLASS_HUMAN_MILITARY; };
int BloodColor(void) { return DONT_BLEED; }
void Killed(entvars_t *pevAttacker, int iGib);
void GibMonster(void);
void SetObjectCollisionBox(void)
{
pev->absmin = pev->origin + Vector(-300, -300, -172);
pev->absmax = pev->origin + Vector(300, 300, 8);
}
void EXPORT HuntThink(void);
void EXPORT FlyTouch(CBaseEntity *pOther);
void EXPORT CrashTouch(CBaseEntity *pOther);
void EXPORT DyingThink(void);
void EXPORT StartupUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT NullThink(void);
void ShowDamage(void);
void Flight(void);
void FireRocket(void);
BOOL FireGun(void);
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
protected:
int m_iRockets;
float m_flForce;
float m_flNextRocket;
Vector m_vecTarget;
Vector m_posTarget;
Vector m_vecDesired;
Vector m_posDesired;
Vector m_vecGoal;
Vector m_angGun;
float m_flLastSeen;
float m_flPrevSeen;
int m_iSoundState; // don't save this
int m_iSpriteTexture;
int m_iExplode;
int m_iBodyGibs;
float m_flGoalSpeed;
int m_iDoSmokePuff;
CBeam *m_pBeam;
};
#endif // APACHE_H