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.
*
****/
//=========================================================
// monster template
//=========================================================
#ifndef BARNEY_H
#define BARNEY_H
//=========================================================
// CBarney
//=========================================================
class CBarney : public CTalkMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
int ISoundMask(void);
virtual void BarneyFirePistol(void);
virtual void AlertSound(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void RunTask(Task_t *pTask);
void StartTask(Task_t *pTask);
virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1(float flDot, float flDist);
void DeclineFollowing(void);
// Override these to set behavior
Schedule_t *GetScheduleOfType(int Type);
Schedule_t *GetSchedule(void);
MONSTERSTATE GetIdealState(void);
virtual void DeathSound(void);
virtual void PainSound(void);
virtual void TalkInit(void);
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES;
};
#endif // BARNEY_H