mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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9a001cabd1
[skip ci]
139 lines
5.6 KiB
C++
139 lines
5.6 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include "gib.h"
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#include "combat.h"
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#include "activity.h"
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enum
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{
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ITBD_PARALYZE = 0,
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ITBD_NERVE_GAS,
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ITBD_POISON,
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ITBD_RADIATION,
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ITBD_DROWN_RECOVER,
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ITBD_ACID,
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ITBD_SLOW_BURN,
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ITBD_SLOW_FREEZE,
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ITBD_END
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};
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enum MONSTERSTATE
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{
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MONSTERSTATE_NONE = 0,
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MONSTERSTATE_IDLE,
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MONSTERSTATE_COMBAT,
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MONSTERSTATE_ALERT,
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MONSTERSTATE_HUNT,
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MONSTERSTATE_PRONE,
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MONSTERSTATE_SCRIPT,
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MONSTERSTATE_PLAYDEAD,
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MONSTERSTATE_DEAD
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};
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class CBaseMonster: public CBaseToggle
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{
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public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual BOOL TakeHealth(float flHealth, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual int BloodColor() { return m_bloodColor; }
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virtual BOOL IsAlive() { return (pev->deadflag != DEAD_DEAD); }
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virtual float ChangeYaw(int speed);
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virtual BOOL HasHumanGibs();
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virtual BOOL HasAlienGibs();
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virtual void FadeMonster();
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virtual void GibMonster();
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virtual Activity GetDeathActivity();
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virtual void BecomeDead();
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virtual BOOL ShouldFadeOnDeath();
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virtual int IRelationship(CBaseEntity *pTarget);
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virtual void PainSound() {}
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virtual void ResetMaxSpeed() {}
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virtual void ReportAIState() {}
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virtual void MonsterInitDead();
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virtual void Look(int iDistance);
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virtual CBaseEntity *BestVisibleEnemy();
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virtual BOOL FInViewCone(CBaseEntity *pEntity);
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virtual BOOL FInViewCone(const Vector *pOrigin);
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public:
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void MakeIdealYaw(Vector vecTarget);
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Activity GetSmallFlinchActivity();
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BOOL ShouldGibMonster(int iGib);
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void CallGibMonster();
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BOOL FCheckAITrigger();
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BOOL DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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float DamageForce(float damage);
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void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void SetConditions(int iConditions) { m_afConditions |= iConditions; }
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void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
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BOOL HasConditions(int iConditions) { return (m_afConditions & iConditions) ? TRUE : FALSE; }
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BOOL HasAllConditions(int iConditions) { return ((m_afConditions & iConditions) == iConditions) ? TRUE : FALSE; }
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void Remember(int iMemory) { m_afMemory |= iMemory; }
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void Forget(int iMemory) { m_afMemory &= ~iMemory; }
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BOOL HasMemory(int iMemory) { return (m_afMemory & iMemory) ? TRUE : FALSE; }
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BOOL HasAllMemories(int iMemory) { return ((m_afMemory & iMemory) == iMemory) ? TRUE : FALSE; }
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void StopAnimation() { pev->framerate = 0.0f; }
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void EXPORT CorpseFallThink();
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CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir);
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void MonsterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { m_IdealMonsterState = MONSTERSTATE_ALERT; }
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void BloodSplat(const Vector &vecSrc, const Vector &vecDir, int HitLocation, int iVelocity);
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public:
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Activity m_Activity; // what the monster is doing (animation)
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Activity m_IdealActivity; // monster should switch to this activity
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int m_LastHitGroup; // the last body region that took damage
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int m_bitsDamageType; // what types of damage has monster (player) taken
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byte m_rgbTimeBasedDamage[ITBD_END];
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MONSTERSTATE m_MonsterState; // monster's current state
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MONSTERSTATE m_IdealMonsterState; // monster should change to this state
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int m_afConditions;
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int m_afMemory;
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float m_flNextAttack; // cannot attack again until this time
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EHANDLE m_hEnemy; // the entity that the monster is fighting.
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
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float m_flFieldOfView; // width of monster's field of view (dot product)
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int m_bloodColor; // color of blood particless
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Vector m_HackedGunPos; // HACK until we can query end of gun
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Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin)
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};
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