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49 lines
2.2 KiB
49 lines
2.2 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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// Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster |
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#pragma once |
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#if !defined(FLYINGMONSTER_H) |
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#define FLYINGMONSTER_H |
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class CFlyingMonster : public CBaseMonster |
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{ |
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public: |
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int CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space |
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BOOL FTriangulate( const Vector &vecStart, const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); |
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Activity GetStoppedActivity( void ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void Stop( void ); |
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float ChangeYaw( int speed ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); |
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void Move( float flInterval = 0.1 ); |
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BOOL ShouldAdvanceRoute( float flWaypointDist ); |
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inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; } |
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inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; } |
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inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; } |
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float CeilingZ( const Vector &position ); |
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float FloorZ( const Vector &position ); |
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BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction ); |
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// UNDONE: Save/restore this stuff!!! |
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protected: |
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Vector m_vecTravel; // Current direction |
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float m_flightSpeed; // Current flight speed (decays when not flapping or gliding) |
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float m_stopTime; // Last time we stopped (to avoid switching states too soon) |
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float m_momentum; // Weight for desired vs. momentum velocity |
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const char *m_pFlapSound; |
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}; |
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#endif //FLYINGMONSTER_H
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