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 SCIENTIST_H
#define SCIENTIST_H
#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model, used when randoming a scientist head
#define NUM_SCIENTIST_HEADS_OPFOR 6 // used for body change when scientist uses the needle
enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3, HEAD_EINSTEIN_WITH_BOOK = 4, HEAD_SLICK_WITH_STICK = 5 };
enum
{
SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1,
SCHED_FEAR,
SCHED_PANIC,
SCHED_STARTLE,
SCHED_TARGET_CHASE_SCARED,
SCHED_TARGET_FACE_SCARED,
};
enum
{
TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1,
TASK_HEAL,
TASK_SAY_FEAR,
TASK_RUN_PATH_SCARED,
TASK_SCREAM,
TASK_RANDOM_SCREAM,
TASK_MOVE_TO_TARGET_RANGE_SCARED,
};
//=======================================================
// Scientist
//=======================================================
class CScientist : public CTalkMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void RunTask(Task_t *pTask);
virtual void StartTask(Task_t *pTask);
int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
virtual int FriendNumber(int arrayNumber);
void SetActivity(Activity newActivity);
Activity GetStoppedActivity(void);
int ISoundMask(void);
virtual void DeclineFollowing(void);
float CoverRadius(void) { return 1200; } // Need more room for cover because scientists want to get far away!
BOOL DisregardEnemy(CBaseEntity *pEnemy) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; }
virtual BOOL CanHeal(void);
void Heal(void);
virtual void Scream(void);
// Override these to set behavior
Schedule_t *GetScheduleOfType(int Type);
Schedule_t *GetSchedule(void);
MONSTERSTATE GetIdealState(void);
void DeathSound(void);
virtual void PainSound(void);
virtual void TalkInit(void);
void Killed(entvars_t *pevAttacker, int iGib);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CUSTOM_SCHEDULES;
protected:
float m_painTime;
float m_healTime;
float m_fearTime;
};
//=========================================================
// Dead Scientist PROP
//=========================================================
class CDeadScientist : public CBaseMonster
{
public:
virtual void Spawn(void);
int Classify(void) { return CLASS_HUMAN_PASSIVE; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display
static const char *m_szPoses[7];
};
//=========================================================
// Sitting Scientist PROP
//=========================================================
class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void EXPORT SittingThink(void);
int Classify(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
virtual void SetAnswerQuestion(CTalkMonster *pSpeaker);
int FriendNumber(int arrayNumber);
int FIdleSpeak(void);
int m_baseSequence;
int m_headTurn;
float m_flResponseDelay;
};
#endif // SCIENTIST_H