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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_npc_zombie.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef NPC_ZOMBIE_H
+#define NPC_ZOMBIE_H
+
+
+#include "hl1_ai_basenpc.h"
+//=========================================================
+// Monster's Anim Events Go Here
+//=========================================================
+#define ZOMBIE_AE_ATTACK_RIGHT 0x01
+#define ZOMBIE_AE_ATTACK_LEFT 0x02
+#define ZOMBIE_AE_ATTACK_BOTH 0x03
+
+#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
+
+//=========================================================
+//=========================================================
+class CNPC_Zombie : public CHL1BaseNPC
+{
+ DECLARE_CLASS( CNPC_Zombie, CHL1BaseNPC );
+public:
+
+ void Spawn( void );
+ void Precache( void );
+ float MaxYawSpeed( void ) { return 120.0f; };
+ Class_T Classify( void );
+ void HandleAnimEvent( animevent_t *pEvent );
+// int IgnoreConditions ( void );
+
+ float m_flNextFlinch;
+
+ void PainSound( const CTakeDamageInfo &info );
+ void AlertSound( void );
+ void IdleSound( void );
+ void AttackSound( void );
+
+ // No range attacks
+ BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
+ BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
+ int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
+
+ void RemoveIgnoredConditions ( void );
+ int MeleeAttack1Conditions ( float flDot, float flDist );
+};
+
+#endif //NPC_ZOMBIE_H \ No newline at end of file