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.
*
****/
//=========================================================
// Agrunt - Dominant, warlike alien grunt monster
//=========================================================
#ifndef AGRUNT_H
#define AGRUNT_H
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "squadmonster.h"
#include "weapons.h"
#include "soundent.h"
#include "hornet.h"
class CAGrunt : public CSquadMonster
{
public:
virtual void Spawn();
virtual void Precache();
void SetYawSpeed();
int Classify();
int ISoundMask();
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
void SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector( -32, -32, 0 );
pev->absmax = pev->origin + Vector( 32, 32, 85 );
}
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType( int Type );
BOOL FCanCheckAttacks();
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
void StartTask( Task_t *pTask );
virtual void AlertSound();
virtual void DeathSound();
virtual void PainSound();
virtual void AttackSound();
void PrescheduleThink();
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
void StopTalking();
BOOL ShouldSpeak();
CUSTOM_SCHEDULES
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pAttackSounds[];
static const char *pDieSounds[];
static const char *pPainSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
string_t szCustomAttackSounds[3];
string_t szCustomIdleSounds[4];
string_t szCustomAlertSounds[4];
string_t szCustomPainSounds[5];
string_t szCustomDieSounds[3];
BOOL m_fCanHornetAttack;
float m_flNextHornetAttackCheck;
float m_flNextPainTime;
// three hacky fields for speech stuff. These don't really need to be saved.
float m_flNextSpeakTime;
float m_flNextWordTime;
int m_iLastWord;
};
#endif // AGRUNT_H