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94 lines
2.9 KiB
94 lines
2.9 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// monster template |
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//========================================================= |
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#ifndef BARNEY_H |
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#define BARNEY_H |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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// first flag is barney dying for scripted sequences? |
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#define BARNEY_AE_DRAW ( 2 ) |
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#define BARNEY_AE_SHOOT ( 3 ) |
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#define BARNEY_AE_HOLSTER ( 4 ) |
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#define BARNEY_AE_RELOAD ( 5 ) |
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#define BARNEY_AE_KICK ( 6 ) |
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#define BARNEY_BODY_GUNHOLSTERED 0 |
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#define BARNEY_BODY_GUNDRAWN 1 |
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#define BARNEY_BODY_GUNGONE 2 |
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#define SF_BARNEY_HAVESUIT 8 |
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#define SF_BARNEY_LAZY_BARNEY 32 |
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#define SF_BARNEY_CARDS_BARNEY 64 |
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enum |
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{ |
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SCHED_BARNEY_COVER_AND_RELOAD = LAST_COMMON_SCHEDULE + 1 |
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}; |
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//========================================================= |
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// CBarney |
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//========================================================= |
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class CBarney : public CTalkMonster |
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{ |
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public: |
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virtual void Spawn( void ); |
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virtual void Precache( void ); |
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void SetYawSpeed( void ); |
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int ISoundMask( void ); |
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virtual void BarneyFirePistol( void ); |
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virtual void AlertSound( void ); |
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int Classify( void ); |
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virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void RunTask( Task_t *pTask ); |
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void StartTask( Task_t *pTask ); |
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virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); |
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virtual void DeclineFollowing( void ); |
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// Override these to set behavior |
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Schedule_t *GetScheduleOfType( int Type ); |
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virtual Schedule_t *GetSchedule( void ); |
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MONSTERSTATE GetIdealState( void ); |
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virtual void DeathSound( void ); |
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virtual void PainSound( void ); |
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virtual void TalkInit( void ); |
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void CheckAmmo( void ); |
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virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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virtual void Killed( entvars_t *pevAttacker, int iGib ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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BOOL m_fGunDrawn; |
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float m_painTime; |
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float m_checkAttackTime; |
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BOOL m_lastAttackCheck; |
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// UNDONE: What is this for? It isn't used? |
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float m_flPlayerDamage;// how much pain has the player inflicted on me? |
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CUSTOM_SCHEDULES |
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}; |
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#endif
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