hlsdk-xash3d/dlls/bullsquid.h

89 lines
2.9 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// bullsquid - big, spotty tentacle-mouthed meanie.
//=========================================================
#ifndef BULLSQUID_H
#define BULLSQUID_H
//=========================================================
// Bullsquid's spit projectile
//=========================================================
class CSquidSpit : public CBaseEntity
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
void EXPORT Animate(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
//=========================================================
// CBullsquid
//=========================================================
class CBullsquid : public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
int ISoundMask(void);
virtual int Classify(void);
virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
virtual void IdleSound(void);
virtual void PainSound(void);
virtual void DeathSound(void);
virtual void AlertSound(void);
virtual void AttackSound(void);
virtual void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
virtual BOOL CheckMeleeAttack2(float flDot, float flDist);
virtual BOOL CheckRangeAttack1(float flDot, float flDist);
virtual void RunAI(void);
BOOL FValidateHintType(short sHint);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual int IRelationship(CBaseEntity *pTarget);
virtual int IgnoreConditions(void);
MONSTERSTATE GetIdealState(void);
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
virtual int SizeForGrapple() { return GRAPPLE_MEDIUM; }
BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime;// last time the bullsquid used the spit attack.
};
#endif // BULLSQUID_H