/*** * * 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. * ****/ //========================================================= // monster template //========================================================= #ifndef BARNEY_H #define BARNEY_H //========================================================= // CBarney //========================================================= class CBarney : public CTalkMonster { public: virtual void Spawn(void); virtual void Precache(void); void SetYawSpeed(void); int ISoundMask(void); virtual void BarneyFirePistol(void); virtual void AlertSound(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t *pEvent); 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 CheckRangeAttack1(float flDot, float flDist); void DeclineFollowing(void); // Override these to set behavior Schedule_t *GetScheduleOfType(int Type); Schedule_t *GetSchedule(void); MONSTERSTATE GetIdealState(void); virtual void DeathSound(void); virtual void PainSound(void); virtual void TalkInit(void); virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual void Killed(entvars_t *pevAttacker, int iGib); BOOL NoFriendlyFire(); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; BOOL m_fGunDrawn; 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? CUSTOM_SCHEDULES; }; #endif // BARNEY_H