Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
//=========================================================
// 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;
virtual void PainSound( void );
void AlertSound( void );
virtual 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
virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};