/*** * * 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 const char *m_szPoses[7]; }; //========================================================= // Sitting Scientist PROP //========================================================= class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak { public: void Spawn(void); void Precache(void); void EXPORT SittingThink(void); int Classify(void); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; virtual void SetAnswerQuestion(CTalkMonster *pSpeaker); int FriendNumber(int arrayNumber); int FIdleSpeak(void); int m_baseSequence; int m_headTurn; float m_flResponseDelay; }; #endif // SCIENTIST_H