/*** * * 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 GMAN_H #define GMAN_H //========================================================= // GMan - misunderstood servant of the people //========================================================= class CGMan : public CBaseMonster { public: virtual void Spawn(void); virtual void Precache(void); void SetYawSpeed(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); int ISoundMask(void); int Save(CSave &save); int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; void StartTask(Task_t *pTask); void RunTask(Task_t *pTask); int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void PlayScriptedSentence(const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener); EHANDLE m_hPlayer; EHANDLE m_hTalkTarget; float m_flTalkTime; }; #endif // GMAN_H