/*** * * 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 ZOMBIE_H #define ZOMBIE_H //========================================================= // Zombie //========================================================= class CZombie : public CBaseMonster { public: virtual void Spawn(void); virtual void Precache(void); void SetYawSpeed(void); int Classify(void); virtual void HandleAnimEvent(MonsterEvent_t *pEvent); int IgnoreConditions(void); float m_flNextFlinch; void PainSound(void); void AlertSound(void); void IdleSound(void); void AttackSound(void); static const char *pAttackSounds[]; static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; } BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); }; #endif // ZOMBIE_H