/*** * * 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. * ****/ //========================================================= // bullsquid - big, spotty tentacle-mouthed meanie. //========================================================= #ifndef BULLSQUID_H #define BULLSQUID_H //========================================================= // 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; }; //========================================================= // CBullsquid //========================================================= class CBullsquid : public CBaseMonster { public: virtual void Spawn( void ); virtual void Precache( void ); virtual void SetYawSpeed( void ); int ISoundMask( void ); virtual int Classify( void ); virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); virtual void IdleSound( void ); virtual void PainSound( void ); virtual void DeathSound( void ); virtual void AlertSound( void ); void AttackSound( void ); virtual void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); virtual BOOL CheckMeleeAttack1( float flDot, float flDist ); virtual BOOL CheckMeleeAttack2( float flDot, float flDist ); virtual BOOL CheckRangeAttack1( float flDot, float flDist ); virtual void RunAI( void ); BOOL FValidateHintType( short sHint ); virtual Schedule_t *GetSchedule( void ); virtual Schedule_t *GetScheduleOfType( int Type ); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int IRelationship( CBaseEntity *pTarget ); int IgnoreConditions( void ); MONSTERSTATE GetIdealState( void ); virtual int Save( CSave &save ); virtual 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