/*** * * Copyright (c) 1996-2001, 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. * ****/ // Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster #ifndef FLYINGMONSTER_H #define FLYINGMONSTER_H class CFlyingMonster : public CBaseMonster { public: int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); Activity GetStoppedActivity( void ); void Killed( entvars_t *pevAttacker, int iGib ); void Stop( void ); float ChangeYaw( int yawSpeed ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); void Move( float flInterval = 0.1 ); BOOL ShouldAdvanceRoute( float flWaypointDist ); inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; } inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; } inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; } float CeilingZ( const Vector &position ); float FloorZ( const Vector &position ); BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction ); // UNDONE: Save/restore this stuff!!! protected: Vector m_vecTravel; // Current direction float m_flightSpeed; // Current flight speed (decays when not flapping or gliding) float m_stopTime; // Last time we stopped (to avoid switching states too soon) float m_momentum; // Weight for desired vs. momentum velocity const char *m_pFlapSound; float m_flLastZYawTime; // Last frame time Z was changed when yaw was changed }; #endif //FLYINGMONSTER_H