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72 lines
2.2 KiB
72 lines
2.2 KiB
7 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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//=========================================================
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// monster template
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//=========================================================
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#ifndef BARNEY_H
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#define BARNEY_H
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//=========================================================
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// CBarney
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//=========================================================
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class CBarney : public CTalkMonster
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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 ISoundMask(void);
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virtual void BarneyFirePistol(void);
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virtual void AlertSound(void);
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int Classify(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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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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virtual int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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virtual void DeclineFollowing(void);
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// Override these to set behavior
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Schedule_t *GetScheduleOfType(int Type);
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virtual Schedule_t *GetSchedule(void);
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MONSTERSTATE GetIdealState(void);
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virtual void DeathSound(void);
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virtual void PainSound(void);
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virtual void TalkInit(void);
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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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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BOOL m_fGunDrawn;
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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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CUSTOM_SCHEDULES;
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};
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#endif // BARNEY_H
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