/*** * * 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 BULLSQUID_H #define BULLSQUID_H //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_SQUID_HURTHOP = LAST_COMMON_SCHEDULE + 1, SCHED_SQUID_SMELLFOOD, SCHED_SQUID_SEECRAB, SCHED_SQUID_EAT, SCHED_SQUID_SNIFF_AND_EAT, SCHED_SQUID_WALLOW, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1, }; //========================================================= // Bullsquid's spit projectile //========================================================= class CSquidSpit : public CBaseEntity { public: void Spawn( void ); static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; int m_maxFrame; }; class CBullsquid : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int ISoundMask( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void IdleSound( void ); void PainSound( void ); void DeathSound( void ); void AlertSound ( void ); void AttackSound( void ); void StartTask ( Task_t *pTask ); void RunTask ( Task_t *pTask ); BOOL CheckMeleeAttack1 ( float flDot, float flDist ); BOOL CheckMeleeAttack2 ( float flDot, float flDist ); BOOL CheckRangeAttack1 ( float flDot, float flDist ); void RunAI( void ); BOOL FValidateHintType ( short sHint ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship ( CBaseEntity *pTarget ); int IgnoreConditions ( void ); MONSTERSTATE GetIdealState ( void ); int Save( CSave &save ); int Restore( CRestore &restore ); CUSTOM_SCHEDULES; static TYPEDESCRIPTION m_SaveData[]; BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. 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. float m_flNextSpitTime;// last time the bullsquid used the spit attack. }; #endif // BULLSQUID_H