cs16-client-legacy/dlls/basemonster.h

91 lines
4.0 KiB
C++

/***
*
* 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef BASEMONSTER_H
#define BASEMONSTER_H
class CBaseMonster : public CBaseToggle
{
public:
virtual void KeyValue(KeyValueData *pkvd) { }
virtual float ChangeYaw(int speed) { return 0; }
virtual BOOL HasHumanGibs(void) { return FALSE; }
virtual BOOL HasAlienGibs(void) { return FALSE; }
virtual void FadeMonster(void) { }
virtual void GibMonster(void) { }
virtual Activity GetDeathActivity(void) { return ACT_DIE_HEADSHOT; }
virtual void BecomeDead(void) { }
virtual BOOL ShouldFadeOnDeath(void) { return FALSE; }
virtual int IRelationship(CBaseEntity *pTarget) { return 0; }
virtual int TakeHealth(float flHealth, int bitsDamageType) { return 0; }
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return 0; }
virtual void Killed(entvars_t *pevAttacker, int iGib) { }
virtual void PainSound(void) { return; }
virtual void ResetMaxSpeed(void) {}
virtual void ReportAIState(void) { }
virtual void MonsterInitDead(void) { }
virtual void Look(int iDistance) { }
virtual CBaseEntity *BestVisibleEnemy(void) { return NULL; }
virtual BOOL FInViewCone(CBaseEntity *pEntity) { return FALSE; }
virtual BOOL FInViewCone(Vector *pOrigin) { return FALSE; }
virtual int BloodColor(void) { return m_bloodColor; }
virtual BOOL IsAlive(void) { return (pev->deadflag != DEAD_DEAD); }
public:
void MakeIdealYaw(Vector vecTarget);
Activity GetSmallFlinchActivity(void);
BOOL ShouldGibMonster(int iGib);
void CallGibMonster(void);
BOOL FCheckAITrigger(void);
int DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
float DamageForce(float damage);
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
void EXPORT CorpseFallThink(void);
CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
void TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) {}
void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir);
void BloodSplat(const Vector &vecPos, const Vector &vecDir, int hitgroup, int iDamage);
public:
inline void SetConditions(int iConditions) { m_afConditions |= iConditions; }
inline void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
inline BOOL HasConditions(int iConditions) { if (m_afConditions & iConditions) return TRUE; return FALSE; }
inline BOOL HasAllConditions(int iConditions) { if ((m_afConditions & iConditions) == iConditions) return TRUE; return FALSE; }
inline void Remember(int iMemory) { m_afMemory |= iMemory; }
inline void Forget(int iMemory) { m_afMemory &= ~iMemory; }
inline BOOL HasMemory(int iMemory) { if (m_afMemory & iMemory) return TRUE; return FALSE; }
inline BOOL HasAllMemories(int iMemory) { if ((m_afMemory & iMemory) == iMemory) return TRUE; return FALSE; }
inline void StopAnimation(void) { pev->framerate = 0; }
public:
Activity m_Activity;
Activity m_IdealActivity;
int m_LastHitGroup;
int m_bitsDamageType;
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
MONSTERSTATE m_MonsterState;
MONSTERSTATE m_IdealMonsterState;
int m_afConditions;
int m_afMemory;
float m_flNextAttack;
EHANDLE m_hEnemy;
EHANDLE m_hTargetEnt;
float m_flFieldOfView;
int m_bloodColor;
Vector m_HackedGunPos;
Vector m_vecEnemyLKP;
};
#endif