hlsdk-xash3d/dlls/bullsquid.h

83 lines
2.9 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.
*
* 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 );
virtual 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 );
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 );
virtual Schedule_t *GetSchedule( void );
virtual Schedule_t *GetScheduleOfType( int Type );
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
int IgnoreConditions( void );
MONSTERSTATE GetIdealState( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
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