mirror of
https://github.com/ENSL/NS.git
synced 2024-11-22 20:51:35 +00:00
4f13237895
Change CRLF to LF in repo.
95 lines
4.7 KiB
C++
95 lines
4.7 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.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
#ifndef BASEMONSTER_H
|
|
#define BASEMONSTER_H
|
|
|
|
class CBaseMonster : public CBaseToggle
|
|
{
|
|
public:
|
|
Activity m_Activity;// what the monster is doing (animation)
|
|
Activity m_IdealActivity;// monster should switch to this activity
|
|
int m_LastHitGroup; // the last body region that took damage
|
|
int m_bitsDamageType; // what types of damage has monster (player) taken
|
|
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
|
|
MONSTERSTATE m_MonsterState;// monster's current state
|
|
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
|
|
int m_afConditions;
|
|
int m_afMemory;
|
|
float m_flNextAttack; // cannot attack again until this time
|
|
EHANDLE m_hEnemy; // the entity that the monster is fighting.
|
|
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
|
|
float m_flFieldOfView;// width of monster's field of view ( dot product )
|
|
int m_bloodColor; // color of blood particless
|
|
Vector m_HackedGunPos; // HACK until we can query end of gun
|
|
Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
|
|
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void MakeIdealYaw( Vector vecTarget );
|
|
virtual float ChangeYaw ( int speed );
|
|
virtual BOOL HasHumanGibs( void );
|
|
virtual BOOL HasAlienGibs( void );
|
|
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
|
|
virtual void GibMonster( void );
|
|
virtual Activity GetDeathActivity ( void );
|
|
Activity GetSmallFlinchActivity( void );
|
|
virtual void BecomeDead( void );
|
|
BOOL ShouldGibMonster( int iGib );
|
|
void CallGibMonster( void );
|
|
virtual BOOL ShouldFadeOnDeath( void );
|
|
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
|
|
virtual int IRelationship ( CBaseEntity *pTarget );
|
|
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
|
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
|
int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
|
float DamageForce( float damage );
|
|
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
|
virtual void PainSound ( void ) { return; };
|
|
|
|
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
|
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
|
|
|
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
|
|
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
|
|
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
|
|
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
|
|
|
|
inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
|
|
inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
|
|
inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
|
|
inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
|
|
|
|
// This will stop animation until you call ResetSequenceInfo() at some point in the future
|
|
inline void StopAnimation( void ) { pev->framerate = 0; }
|
|
|
|
virtual void ReportAIState( void );
|
|
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
|
|
void EXPORT CorpseFallThink( void );
|
|
|
|
virtual void Look ( int iDistance );// basic sight function for monsters
|
|
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
|
|
CBaseEntity *CheckTraceHullAttack( float flDist, float& ioDamage, int iDmgType );
|
|
virtual int GetHull() const;
|
|
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
|
|
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
|
|
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
|
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
|
|
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
|
|
|
|
};
|
|
|
|
|
|
#endif
|