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.
*
* 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.
*
****/
#ifndef HGRUNT_H
#define HGRUNT_H
//=========================================================
// hgrunt
//=========================================================
class CHGrunt : public CSquadMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
virtual int Classify(void);
int ISoundMask(void);
virtual 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);
BOOL CheckRangeAttack2Impl( float grenadeSpeed, float flDot, float flDist );
void CheckAmmo(void);
void SetActivity(Activity NewActivity);
void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
virtual void DeathSound(void);
virtual void PainSound(void);
virtual void IdleSound(void);
Vector GetGunPosition(void);
void Shoot(void);
void Shotgun(void);
void PrescheduleThink(void);
virtual void GibMonster(void);
virtual void SpeakSentence(void);
int Save(CSave &save);
int Restore(CRestore &restore);
CBaseEntity *Kick(void);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
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);
virtual BOOL FOkToSpeak(void);
void JustSpoke(void);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
virtual int SizeForGrapple() { return GRAPPLE_MEDIUM; }
// 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[];
};
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHGruntRepel : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iSpriteTexture; // Don't save, precache
virtual const char* TrooperName();
virtual void PrepareBeforeSpawn(CBaseEntity* pEntity);
};
#endif // HGRUNT_H