hlsdk-xash3d/dlls/cthulhu/TRex.h

87 lines
2.6 KiB
C++
Executable File

#ifndef TREX_H
#define TREX_H
class CTRexStomp : public CBaseEntity
{
public:
void Spawn( void );
void Think( void );
static CTRexStomp *StompCreate( const Vector &origin, const Vector &end, float speed );
private:
// UNDONE: re-use this sprite list instead of creating new ones all the time
// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ];
};
class CTRex : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void Killed( entvars_t *pevAttacker, int iGib );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckMeleeAttack1( float flDot, float flDist ); // Swipe
BOOL CheckMeleeAttack2( float flDot, float flDist ); // Flames
BOOL CheckRangeAttack1( float flDot, float flDist ); // Stomp attack
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector( -80, -80, 0 );
pev->absmax = pev->origin + Vector( 80, 80, 214 );
}
Schedule_t *GetScheduleOfType( int Type );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
void Leap( void );
void StompAttack( void );
void FlameCreate( void );
void FlameUpdate( void );
void FlameControls( float angleX, float angleY );
void FlameDestroy( void );
inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
void FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CUSTOM_SCHEDULES;
private:
static const char *pAttackHitSounds[];
static const char *pBeamAttackSounds[];
static const char *pAttackMissSounds[];
static const char *pRicSounds[];
static const char *pFootSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pStompSounds[];
static const char *pBreatheSounds[];
static const char *pRoarSounds[];
CBaseEntity* TRexCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
CBeam *m_pFlame[2]; // Flame beams
float m_seeTime; // Time to attack (when I see the enemy, I set this)
float m_flameTime; // Time of next flame attack
float m_painSoundTime; // Time of next pain sound
float m_streakTime; // streak timer (don't send too many)
float m_flameX; // Flame thrower aim
float m_flameY;
};
#endif