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104 lines
3.0 KiB
104 lines
3.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#ifndef HGRUNT_H |
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#define HGRUNT_H |
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//========================================================= |
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// hgrunt |
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//========================================================= |
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class CHGrunt : public CSquadMonster |
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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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virtual int Classify(void); |
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int ISoundMask(void); |
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent); |
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BOOL FCanCheckAttacks(void); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack2(float flDot, float flDist); |
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void CheckAmmo(void); |
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void SetActivity(Activity NewActivity); |
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void StartTask(Task_t *pTask); |
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void RunTask(Task_t *pTask); |
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virtual void DeathSound(void); |
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virtual void PainSound(void); |
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virtual void IdleSound(void); |
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Vector GetGunPosition(void); |
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void Shoot(void); |
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void Shotgun(void); |
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void PrescheduleThink(void); |
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virtual void GibMonster(void); |
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virtual void SpeakSentence(void); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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CBaseEntity *Kick(void); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetScheduleOfType(int Type); |
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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int IRelationship(CBaseEntity *pTarget); |
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virtual BOOL FOkToSpeak(void); |
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void JustSpoke(void); |
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CUSTOM_SCHEDULES; |
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static TYPEDESCRIPTION m_SaveData[]; |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSentence; |
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static const char *pGruntSentences[]; |
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}; |
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//========================================================= |
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// CHGruntRepel - when triggered, spawns a monster_human_grunt |
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// repelling down a line. |
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//========================================================= |
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class CHGruntRepel : public CBaseMonster |
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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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virtual void EXPORT RepelUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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int m_iSpriteTexture; // Don't save, precache |
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}; |
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#endif // HGRUNT_H
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