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.
*
****/
//=========================================================
// icthyosaur - evin, satan fish monster
//=========================================================
#define SEARCH_RETRY 16
#define ICHTHYOSAUR_SPEED 150
extern CGraph WorldGraph;
#define EYE_MAD 0
#define EYE_BASE 1
#define EYE_CLOSED 2
#define EYE_BACK 3
#define EYE_LOOK 4
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// UNDONE: Save/restore here
class CIchthyosaur : public CFlyingMonster
{
public:
virtual void Spawn( void );
virtual void Precache( void );
void SetYawSpeed( void );
int Classify( void );
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
CUSTOM_SCHEDULES
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
void Killed( entvars_t *pevAttacker, int iGib );
void BecomeDead( void );
void EXPORT CombatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT BiteTouch( CBaseEntity *pOther );
virtual void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
float ChangeYaw( int speed );
Activity GetStoppedActivity( void );
void Move( float flInterval );
void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
virtual void MonsterThink( void );
virtual void Stop( void );
virtual void Swim( void );
Vector DoProbe(const Vector &Probe );
float VectorToPitch( const Vector &vec );
float FlPitchDiff( void );
float ChangePitch( int speed );
Vector m_SaveVelocity;
float m_idealDist;
float m_flBlink;
float m_flEnemyTouched;
BOOL m_bOnAttack;
float m_flMaxSpeed;
float m_flMinSpeed;
float m_flMaxDist;
CBeam *m_pBeam;
float m_flNextAlert;
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pAttackSounds[];
static const char *pBiteSounds[];
static const char *pDieSounds[];
static const char *pPainSounds[];
virtual void IdleSound( void );
virtual void AlertSound( void );
virtual void AttackSound( void );
virtual void BiteSound( void );
virtual void DeathSound( void );
virtual void PainSound( void );
};