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/***
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*
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* Copyright (c) 1996-2002, 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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// Zombie
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//=========================================================
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class CZombie : public CBaseMonster
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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 Classify( void );
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virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions( void );
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float m_flNextFlinch;
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virtual void PainSound( void );
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void AlertSound( void );
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virtual void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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