/*** * * 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. * ****/ //========================================================= // monster template //========================================================= #ifndef BARNEY_H #define BARNEY_H //========================================================= // Monster's Anim Events Go Here //========================================================= // first flag is barney dying for scripted sequences? #define BARNEY_AE_DRAW ( 2 ) #define BARNEY_AE_SHOOT ( 3 ) #define BARNEY_AE_HOLSTER ( 4 ) #define BARNEY_AE_RELOAD ( 5 ) #define BARNEY_AE_KICK ( 6 ) #define BARNEY_BODY_GUNHOLSTERED 0 #define BARNEY_BODY_GUNDRAWN 1 #define BARNEY_BODY_GUNGONE 2 #define SF_BARNEY_HAVESUIT 8 #define SF_BARNEY_LAZY_BARNEY 32 #define SF_BARNEY_CARDS_BARNEY 64 enum { SCHED_BARNEY_COVER_AND_RELOAD = LAST_COMMON_SCHEDULE + 1 }; //========================================================= // CBarney //========================================================= class CBarney : public CTalkMonster { public: virtual void Spawn( void ); virtual void Precache( void ); void SetYawSpeed( void ); int ISoundMask( void ); virtual void BarneyFirePistol( void ); virtual void AlertSound( void ); int Classify( void ); virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); BOOL CheckRangeAttack1( float flDot, float flDist ); virtual void DeclineFollowing( void ); // Override these to set behavior Schedule_t *GetScheduleOfType( int Type ); virtual Schedule_t *GetSchedule( void ); MONSTERSTATE GetIdealState( void ); virtual void DeathSound( void ); virtual void PainSound( void ); virtual void TalkInit( void ); void CheckAmmo( void ); virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; BOOL m_fGunDrawn; float m_painTime; float m_checkAttackTime; BOOL m_lastAttackCheck; // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? CUSTOM_SCHEDULES }; #endif