/*** * * 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 // // Special Grunt flags // #define GF_ZSOLDIER 1 class CHGrunt : public CSquadMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed ( void ); int Classify ( void ); int ISoundMask ( void ); 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 ); void IdleSound ( void ); Vector GetGunPosition( void ); void Shoot ( void ); void Shotgun ( void ); void PrescheduleThink ( void ); void GibMonster( void ); 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 ); void Killed(entvars_t *pevAttacker, int iGib); int IRelationship ( CBaseEntity *pTarget ); 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[]; BOOL IsZombieSoldier() const; int m_iGruntFlags; }; //========================================================= // CHGruntRepel - when triggered, spawns a monster_human_grunt // repelling down a line. //========================================================= class CHGruntRepel : public CBaseMonster { public: void Spawn(void); void Precache(void); void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); int m_iSpriteTexture; // Don't save, precache }; //========================================================= // DEAD HGRUNT PROP //========================================================= class CDeadHGrunt : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_HUMAN_MILITARY; } void KeyValue(KeyValueData *pkvd); int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[3]; }; #endif // HGRUNT_H