/*** * * 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 HGRUNT_H #define HGRUNT_H //========================================================= // hgrunt //========================================================= class CHGrunt : public CSquadMonster { public: virtual void Spawn(void); virtual void Precache(void); void SetYawSpeed(void); virtual 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); virtual void DeathSound(void); virtual void PainSound(void); virtual void IdleSound(void); Vector GetGunPosition(void); void Shoot(void); 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); Schedule_t *GetSchedule(void); Schedule_t *GetScheduleOfType(int Type); void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); int IRelationship(CBaseEntity *pTarget); virtual BOOL FOkToSpeak(void); void JustSpoke(void); 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[]; }; //========================================================= // CHGruntRepel - when triggered, spawns a monster_human_grunt // repelling down a line. //========================================================= class CHGruntRepel : public CBaseMonster { public: virtual void Spawn(void); virtual void Precache(void); virtual void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); int m_iSpriteTexture; // Don't save, precache }; #endif // HGRUNT_H