/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef FGRUNT_H #define FGRUNT_H //========================================================= // CFGrunt //========================================================= class CFGrunt : public CTalkMonster { public: #if 1 virtual void KeyValue(KeyValueData *pkvd); #endif void Spawn(void); void Precache(void); void SetYawSpeed(void); int ISoundMask(void); void AlertSound(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); void PrescheduleThink( void ); void RunTask(Task_t *pTask); void StartTask(Task_t *pTask); virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); BOOL FCanCheckAttacks(void); BOOL CheckMeleeAttack1(float flDot, float flDist); BOOL CheckRangeAttack1(float flDot, float flDist); BOOL CheckRangeAttack2(float flDot, float flDist); void DeclineFollowing(void); // AI functions void SetActivity(Activity newActivity); // Override these to set behavior Schedule_t *GetScheduleOfType(int Type); Schedule_t *GetSchedule(void); Schedule_t *GetSquadSchedule(void); MONSTERSTATE GetIdealState(void); void DeathSound(void); void PainSound(void); virtual void TalkInit(void); void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void Killed(entvars_t *pevAttacker, int iGib); #if 1 virtual BOOL IsMedic(void) const { return FALSE; } virtual CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL); void Fire( const Vector& vecShootOrigin, const Vector& vecShoorDir, const Vector& vecSpread, int model, int effects = EF_MUZZLEFLASH, int bulletType = BULLET_MONSTER_MP5, int soundType = TE_BOUNCE_SHELL); Vector GetGunPosition(void); void Shoot(void); void Shotgun(void); void Saw(void); virtual void GibMonster(void); void SpeakSentence(void); int IRelationship(CBaseEntity *pTarget); virtual BOOL FOkToSpeak(void); void JustSpoke(void); CBaseEntity *Kick(void); #endif virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; float m_painTime; float m_checkAttackTime; BOOL m_lastAttackCheck; // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? // checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, // not every server frame. float m_flNextGrenadeCheck; float m_flNextPainTime; float m_flLastEnemySightTime; Vector m_vecTossVelocity; BOOL m_fThrowGrenade; BOOL m_fStanding; BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. int m_cClipSize; int m_voicePitch; int m_iBrassShell; int m_iShotgunShell; int m_iSawShell; int m_iSentence; static const char *pGruntSentences[]; CUSTOM_SCHEDULES; int head; int torso; }; #endif // FGRUNT_H