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124 lines
3.4 KiB
124 lines
3.4 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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// Special Grunt flags |
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// |
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#define GF_ZSOLDIER 1 |
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class CHGrunt : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed ( void ); |
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int Classify ( void ); |
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int ISoundMask ( void ); |
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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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void DeathSound( void ); |
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void PainSound( void ); |
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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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void GibMonster( void ); |
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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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void Killed(entvars_t *pevAttacker, int iGib); |
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int IRelationship ( CBaseEntity *pTarget ); |
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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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BOOL IsZombieSoldier() const; |
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int m_iGruntFlags; |
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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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void Spawn(void); |
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void Precache(void); |
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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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//========================================================= |
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// DEAD HGRUNT PROP |
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//========================================================= |
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class CDeadHGrunt : public CBaseMonster |
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{ |
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public: |
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void Spawn(void); |
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int Classify(void) { return CLASS_HUMAN_MILITARY; } |
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void KeyValue(KeyValueData *pkvd); |
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int m_iPose;// which sequence to display -- temporary, don't need to save |
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static const char *m_szPoses[3]; |
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}; |
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#endif // HGRUNT_H
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