/*** * * 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. * ****/ //========================================================= // 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; virtual void PainSound( void ); void AlertSound( void ); virtual 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 virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); };