Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 char *m_szPoses[3];
};
#endif // HGRUNT_H