90 lines
3.8 KiB
C++
90 lines
3.8 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef BASEMONSTER_H
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#define BASEMONSTER_H
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class CBaseMonster : public CBaseToggle
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{
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public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual float ChangeYaw(int speed);
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virtual BOOL HasHumanGibs(void);
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virtual BOOL HasAlienGibs(void);
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virtual void FadeMonster(void);
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virtual void GibMonster(void);
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virtual Activity GetDeathActivity(void);
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virtual void BecomeDead(void);
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virtual BOOL ShouldFadeOnDeath(void);
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virtual int IRelationship(CBaseEntity *pTarget);
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virtual int TakeHealth(float flHealth, int bitsDamageType);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual void PainSound(void) { return; }
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virtual void ResetMaxSpeed(void) {};
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virtual void ReportAIState(void);
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virtual void MonsterInitDead(void);
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virtual void Look(int iDistance);
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virtual CBaseEntity *BestVisibleEnemy(void);
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virtual BOOL FInViewCone(CBaseEntity *pEntity);
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virtual BOOL FInViewCone(Vector *pOrigin);
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virtual int BloodColor(void) { return m_bloodColor; }
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virtual BOOL IsAlive(void) { return (pev->deadflag != DEAD_DEAD); }
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public:
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void MakeIdealYaw(Vector vecTarget);
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Activity GetSmallFlinchActivity(void);
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BOOL ShouldGibMonster(int iGib);
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void CallGibMonster(void);
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BOOL FCheckAITrigger(void);
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int DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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float DamageForce(float damage);
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void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void EXPORT CorpseFallThink(void);
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CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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void TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType);
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void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir);
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void BloodSplat(const Vector &vecPos, const Vector &vecDir, int hitgroup, int iDamage);
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public:
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inline void SetConditions(int iConditions) { m_afConditions |= iConditions; }
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inline void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
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inline BOOL HasConditions(int iConditions) { if (m_afConditions & iConditions) return TRUE; return FALSE; }
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inline BOOL HasAllConditions(int iConditions) { if ((m_afConditions & iConditions) == iConditions) return TRUE; return FALSE; }
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inline void Remember(int iMemory) { m_afMemory |= iMemory; }
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inline void Forget(int iMemory) { m_afMemory &= ~iMemory; }
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inline BOOL HasMemory(int iMemory) { if (m_afMemory & iMemory) return TRUE; return FALSE; }
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inline BOOL HasAllMemories(int iMemory) { if ((m_afMemory & iMemory) == iMemory) return TRUE; return FALSE; }
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inline void StopAnimation(void) { pev->framerate = 0; }
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public:
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Activity m_Activity;
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Activity m_IdealActivity;
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int m_LastHitGroup;
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int m_bitsDamageType;
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BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
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MONSTERSTATE m_MonsterState;
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MONSTERSTATE m_IdealMonsterState;
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int m_afConditions;
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int m_afMemory;
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float m_flNextAttack;
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EHANDLE m_hEnemy;
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EHANDLE m_hTargetEnt;
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float m_flFieldOfView;
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int m_bloodColor;
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Vector m_HackedGunPos;
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Vector m_vecEnemyLKP;
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};
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#endif |