NS/releases/3.05/source/dlls/monsters.h

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/***
*
* Copyright (c) 1999, 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.
*
****/
#ifndef MONSTERS_H
#include "skill.h"
#define MONSTERS_H
/*
===== monsters.h ========================================================
Header file for monster-related utility code
*/
// Hit Group standards
#define HITGROUP_GENERIC 0
#define HITGROUP_HEAD 1
#define HITGROUP_CHEST 2
#define HITGROUP_STOMACH 3
#define HITGROUP_LEFTARM 4
#define HITGROUP_RIGHTARM 5
#define HITGROUP_LEFTLEG 6
#define HITGROUP_RIGHTLEG 7
// spawn flags 256 and above are already taken by the engine
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
extern DLL_GLOBAL CONSTANT float g_flLongRange;
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
// monster to monster relationship types
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
#define R_FR -1// (FEAR)will run
#define R_NO 0// (NO RELATIONSHIP) disregard
#define R_DL 1// (DISLIKE) will attack
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
//
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
class CGib : public CBaseEntity
{
public:
void Spawn( const char *szGibModel );
void EXPORT BounceGibTouch ( CBaseEntity *pOther );
void EXPORT StickyGibTouch ( CBaseEntity *pOther );
void EXPORT WaitTillLand( void );
void LimitVelocity( void );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
static void SpawnHeadGib( entvars_t *pevVictim );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
};
#endif //MONSTERS_H