89 lines
3.2 KiB
C++
89 lines
3.2 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, 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 MONSTERS_H
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#include "skill.h"
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#define MONSTERS_H
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/*
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===== monsters.h ========================================================
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Header file for monster-related utility code
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*/
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// Hit Group standards
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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// spawn flags 256 and above are already taken by the engine
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extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
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Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
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Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
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extern DLL_GLOBAL Vector g_vecAttackDir;
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extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
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extern DLL_GLOBAL CONSTANT float g_flMediumRange;
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extern DLL_GLOBAL CONSTANT float g_flLongRange;
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extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
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extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
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BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
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BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
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// monster to monster relationship types
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#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
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#define R_FR -1// (FEAR)will run
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#define R_NO 0// (NO RELATIONSHIP) disregard
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#define R_DL 1// (DISLIKE) will attack
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#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
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#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
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#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
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//
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// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
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//
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class CGib : public CBaseEntity
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{
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public:
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void Spawn( const char *szGibModel );
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void EXPORT BounceGibTouch ( CBaseEntity *pOther );
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void EXPORT StickyGibTouch ( CBaseEntity *pOther );
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void EXPORT WaitTillLand( void );
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void LimitVelocity( void );
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virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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static void SpawnHeadGib( entvars_t *pevVictim );
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static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
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static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
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int m_bloodColor;
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int m_cBloodDecals;
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int m_material;
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float m_lifeTime;
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};
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#endif //MONSTERS_H
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