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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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// bullsquid - big, spotty tentacle-mouthed meanie.
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//=========================================================
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#ifndef BULLSQUID_H
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#define BULLSQUID_H
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//=========================================================
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// Bullsquid's spit projectile
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//=========================================================
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class CSquidSpit : public CBaseEntity
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{
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public:
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void Spawn( void );
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static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
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void Touch( CBaseEntity *pOther );
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void EXPORT Animate( void );
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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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int m_maxFrame;
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};
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//=========================================================
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// CBullsquid
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//=========================================================
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class CBullsquid : 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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virtual void SetYawSpeed( void );
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int ISoundMask( void );
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virtual int Classify( void );
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virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
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virtual void IdleSound( void );
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virtual void PainSound( void );
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virtual void DeathSound( void );
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virtual void AlertSound( void );
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void AttackSound( void );
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virtual void StartTask( Task_t *pTask );
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void RunTask( Task_t *pTask );
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virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
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virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
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virtual BOOL CheckRangeAttack1( float flDot, float flDist );
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virtual void RunAI( void );
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BOOL FValidateHintType( short sHint );
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virtual Schedule_t *GetSchedule( void );
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virtual Schedule_t *GetScheduleOfType( int Type );
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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int IRelationship( CBaseEntity *pTarget );
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int IgnoreConditions( void );
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MONSTERSTATE GetIdealState( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the bullsquid used the spit attack.
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};
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#endif
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