/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef HGRUNT_H #define HGRUNT_H //========================================================= // monster-specific schedule types //========================================================= enum { SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). SCHED_GRUNT_COVER_AND_RELOAD, SCHED_GRUNT_SWEEP, SCHED_GRUNT_FOUND_ENEMY, SCHED_GRUNT_REPEL, SCHED_GRUNT_REPEL_ATTACK, SCHED_GRUNT_REPEL_LAND, SCHED_GRUNT_WAIT_FACE_ENEMY, SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. SCHED_GRUNT_ELOF_FAIL, }; //========================================================= // monster-specific tasks //========================================================= enum { TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, TASK_GRUNT_SPEAK_SENTENCE, TASK_GRUNT_CHECK_FIRE, }; 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 ); #if defined ( NOFFICE_DLL ) virtual Schedule_t *GetSchedule(void); virtual Schedule_t *GetScheduleOfType ( int Type ); #else Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); #endif // defined ( NOFFICE_DLL ) 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 ); 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[]; }; //========================================================= // 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 const char *m_szPoses[3]; }; #endif // HGRUNT_H