/*** * * 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 ISLAVE_H #define ISLAVE_H #define ISLAVE_MAX_BEAMS 8 class CISlave : public CSquadMonster { public: virtual void Spawn( void ); virtual void Precache( void ); void UpdateOnRemove(); void SetYawSpeed( void ); int ISoundMask( void ); int Classify ( void ); int IRelationship( CBaseEntity *pTarget ); void HandleAnimEvent( MonsterEvent_t *pEvent ); BOOL CheckRangeAttack1 ( float flDot, float flDist ); BOOL CheckRangeAttack2 ( float flDot, float flDist ); void CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ); 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); virtual void DeathSound( void ); virtual void PainSound( void ); virtual void AlertSound( void ); virtual void IdleSound( void ); void Killed( entvars_t *pevAttacker, int iGib ); BOOL ShouldGibMonster(int iGib) { return FALSE; } void StartTask ( Task_t *pTask ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); CUSTOM_SCHEDULES; int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void ClearBeams( ); void ArmBeam( int side ); void WackBeam( int side, CBaseEntity *pEntity ); void ZapBeam( int side ); void BeamGlow( void ); int m_iBravery; CBeam *m_pBeam[ISLAVE_MAX_BEAMS]; int m_iBeams; float m_flNextAttack; int m_voicePitch; EHANDLE m_hDead; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; static const char *pPainSounds[]; static const char *pDeathSounds[]; }; #endif // ISLAVE_H