/*** * * 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 SCIENTIST_H #define SCIENTIST_H //======================================================= // Scientist //======================================================= class CScientist : public CTalkMonster { public: void Spawn(void); void Precache(void); void SetYawSpeed(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); void RunTask(Task_t *pTask); void StartTask(Task_t *pTask); int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); virtual int FriendNumber(int arrayNumber); void SetActivity(Activity newActivity); Activity GetStoppedActivity(void); int ISoundMask(void); void DeclineFollowing(void); float CoverRadius(void) { return 1200; } // Need more room for cover because scientists want to get far away! BOOL DisregardEnemy(CBaseEntity *pEnemy) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; } BOOL CanHeal(void); void Heal(void); void Scream(void); // Override these to set behavior Schedule_t *GetScheduleOfType(int Type); Schedule_t *GetSchedule(void); MONSTERSTATE GetIdealState(void); void DeathSound(void); void PainSound(void); void TalkInit(void); void Killed(entvars_t *pevAttacker, int iGib); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; CUSTOM_SCHEDULES; private: float m_painTime; float m_healTime; float m_fearTime; }; //========================================================= // Dead Scientist PROP //========================================================= class CDeadScientist : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_HUMAN_PASSIVE; } void KeyValue(KeyValueData *pkvd); int m_iPose;// which sequence to display static char *m_szPoses[7]; }; #endif // SCIENTIST_H