/*** * * 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. * ****/ //========================================================= // hgrunt //========================================================= typedef enum { HGRUNT_SENT_NONE = -1, HGRUNT_SENT_GREN = 0, HGRUNT_SENT_ALERT, HGRUNT_SENT_MONSTER, HGRUNT_SENT_COVER, HGRUNT_SENT_THROW, HGRUNT_SENT_CHARGE, HGRUNT_SENT_TAUNT } HGRUNT_SENTENCE_TYPES; class CHGrunt : public CSquadMonster { public: virtual void Spawn( void ); virtual void Precache( void ); void SetYawSpeed( void ); int Classify( void ); int ISoundMask( void ); virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); BOOL FCanCheckAttacks( void ); BOOL CheckMeleeAttack1( float flDot, float flDist ); BOOL CheckRangeAttack1( float flDot, float flDist ); BOOL CheckRangeAttack2( float flDot, float flDist ); void CheckAmmo( void ); void SetActivity( Activity NewActivity ); void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); void DeathSound( void ); void PainSound( void ); virtual void IdleSound( void ); Vector GetGunPosition( void ); virtual void Shoot( void ); virtual void Shotgun( void ); void PrescheduleThink( void ); virtual void GibMonster( void ); virtual void SpeakSentence( void ); int Save( CSave &save ); int Restore( CRestore &restore ); CBaseEntity *Kick( void ); virtual Schedule_t *GetSchedule( void ); virtual Schedule_t *GetScheduleOfType( int Type ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int IRelationship( CBaseEntity *pTarget ); BOOL FOkToSpeak( void ); void JustSpoke( void ); BOOL IsNotProvoked(); void Provoke(); CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; // 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_iSentence; static const char *pGruntSentences[]; };