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.
95 lines
2.9 KiB
95 lines
2.9 KiB
7 years ago
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2002, 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.
|
||
|
*
|
||
|
****/
|
||
|
//=========================================================
|
||
|
// monster template
|
||
|
//=========================================================
|
||
|
#ifndef BARNEY_H
|
||
|
#define BARNEY_H
|
||
|
|
||
|
//=========================================================
|
||
|
// Monster's Anim Events Go Here
|
||
|
//=========================================================
|
||
|
// first flag is barney dying for scripted sequences?
|
||
|
#define BARNEY_AE_DRAW ( 2 )
|
||
|
#define BARNEY_AE_SHOOT ( 3 )
|
||
|
#define BARNEY_AE_HOLSTER ( 4 )
|
||
|
#define BARNEY_AE_RELOAD ( 5 )
|
||
|
#define BARNEY_AE_KICK ( 6 )
|
||
|
|
||
|
#define BARNEY_BODY_GUNHOLSTERED 0
|
||
|
#define BARNEY_BODY_GUNDRAWN 1
|
||
|
#define BARNEY_BODY_GUNGONE 2
|
||
|
|
||
|
#define SF_BARNEY_HAVESUIT 8
|
||
|
#define SF_BARNEY_LAZY_BARNEY 32
|
||
|
#define SF_BARNEY_CARDS_BARNEY 64
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SCHED_BARNEY_COVER_AND_RELOAD = LAST_COMMON_SCHEDULE + 1
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// CBarney
|
||
|
//=========================================================
|
||
|
class CBarney : public CTalkMonster
|
||
|
{
|
||
|
public:
|
||
|
virtual void Spawn( void );
|
||
|
virtual void Precache( void );
|
||
|
void SetYawSpeed( void );
|
||
|
int ISoundMask( void );
|
||
|
virtual void BarneyFirePistol( void );
|
||
|
virtual void AlertSound( void );
|
||
|
int Classify( void );
|
||
|
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
|
|
||
|
void RunTask( Task_t *pTask );
|
||
|
void StartTask( Task_t *pTask );
|
||
|
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
|
||
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
||
|
BOOL CheckRangeAttack1( float flDot, float flDist );
|
||
|
|
||
|
virtual void DeclineFollowing( void );
|
||
|
|
||
|
// Override these to set behavior
|
||
|
Schedule_t *GetScheduleOfType( int Type );
|
||
|
virtual Schedule_t *GetSchedule( void );
|
||
|
MONSTERSTATE GetIdealState( void );
|
||
|
|
||
|
virtual void DeathSound( void );
|
||
|
virtual void PainSound( void );
|
||
|
|
||
|
virtual void TalkInit( void );
|
||
|
void CheckAmmo( void );
|
||
|
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||
|
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||
|
|
||
|
virtual int Save( CSave &save );
|
||
|
virtual int Restore( CRestore &restore );
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
BOOL m_fGunDrawn;
|
||
|
float m_painTime;
|
||
|
float m_checkAttackTime;
|
||
|
BOOL m_lastAttackCheck;
|
||
|
|
||
|
// UNDONE: What is this for? It isn't used?
|
||
|
float m_flPlayerDamage;// how much pain has the player inflicted on me?
|
||
|
|
||
|
CUSTOM_SCHEDULES
|
||
|
};
|
||
|
#endif
|