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.
125 lines
3.4 KiB
125 lines
3.4 KiB
8 years ago
|
/***
|
||
|
*
|
||
|
* 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 HGRUNT_H
|
||
|
#define HGRUNT_H
|
||
|
|
||
|
//
|
||
|
// Special Grunt flags
|
||
|
//
|
||
|
#define GF_ZSOLDIER 1
|
||
|
|
||
|
class CHGrunt : public CSquadMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void SetYawSpeed ( void );
|
||
|
int Classify ( void );
|
||
|
int ISoundMask ( void );
|
||
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||
|
BOOL FCanCheckAttacks ( void );
|
||
|
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
|
||
|
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||
|
BOOL CheckRangeAttack2 ( float flDot, float flDist );
|
||
|
void CheckAmmo ( void );
|
||
|
void SetActivity ( Activity NewActivity );
|
||
|
void StartTask ( Task_t *pTask );
|
||
|
void RunTask ( Task_t *pTask );
|
||
|
void DeathSound( void );
|
||
|
void PainSound( void );
|
||
|
void IdleSound ( void );
|
||
|
Vector GetGunPosition( void );
|
||
|
void Shoot ( void );
|
||
|
void Shotgun ( void );
|
||
|
void PrescheduleThink ( void );
|
||
|
void GibMonster( void );
|
||
|
void SpeakSentence( void );
|
||
|
|
||
|
int Save( CSave &save );
|
||
|
int Restore( CRestore &restore );
|
||
|
|
||
|
CBaseEntity *Kick( void );
|
||
|
Schedule_t *GetSchedule( void );
|
||
|
Schedule_t *GetScheduleOfType ( int Type );
|
||
|
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||
|
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||
|
void Killed(entvars_t *pevAttacker, int iGib);
|
||
|
|
||
|
int IRelationship ( CBaseEntity *pTarget );
|
||
|
|
||
|
BOOL FOkToSpeak( void );
|
||
|
void JustSpoke( void );
|
||
|
|
||
|
CUSTOM_SCHEDULES;
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
|
||
|
// not every server frame.
|
||
|
float m_flNextGrenadeCheck;
|
||
|
float m_flNextPainTime;
|
||
|
float m_flLastEnemySightTime;
|
||
|
|
||
|
Vector m_vecTossVelocity;
|
||
|
|
||
|
BOOL m_fThrowGrenade;
|
||
|
BOOL m_fStanding;
|
||
|
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
|
||
|
int m_cClipSize;
|
||
|
|
||
|
int m_voicePitch;
|
||
|
|
||
|
int m_iBrassShell;
|
||
|
int m_iShotgunShell;
|
||
|
|
||
|
int m_iSentence;
|
||
|
|
||
|
static const char *pGruntSentences[];
|
||
|
|
||
|
BOOL IsZombieSoldier() const;
|
||
|
|
||
|
int m_iGruntFlags;
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||
|
// repelling down a line.
|
||
|
//=========================================================
|
||
|
class CHGruntRepel : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
void Precache(void);
|
||
|
void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
||
|
int m_iSpriteTexture; // Don't save, precache
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD HGRUNT PROP
|
||
|
//=========================================================
|
||
|
class CDeadHGrunt : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
int Classify(void) { return CLASS_HUMAN_MILITARY; }
|
||
|
|
||
|
void KeyValue(KeyValueData *pkvd);
|
||
|
|
||
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
|
static char *m_szPoses[3];
|
||
|
};
|
||
|
|
||
|
#endif // HGRUNT_H
|