Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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.
*
****/
//=========================================================
// Alien slave monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
//#include "islave.h"
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ISLAVE_AE_CLAW ( 1 )
#define ISLAVE_AE_CLAWRAKE ( 2 )
#define ISLAVE_AE_ZAP_POWERUP ( 3 )
#define ISLAVE_AE_ZAP_SHOOT ( 4 )
#define ISLAVE_AE_ZAP_DONE ( 5 )
#define ISLAVE_MAX_BEAMS 8
class CISlave : public CSquadMonster
{
public:
void Spawn( void );
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 );
void DeathSound( void );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void Killed( entvars_t *pevAttacker, int iGib );
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[];
virtual void ClearBeams();
virtual void ArmBeam( int side );
virtual 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[];
};