Fix windows compilation.
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@@ -1,53 +1,53 @@
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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// Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster
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#ifndef FLYINGMONSTER_H
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#define FLYINGMONSTER_H
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class CMFlyingMonster : public CMBaseMonster
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{
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public:
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int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist );// check validity of a straight move through space
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BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, edict_t *pTargetEnt, Vector *pApex );
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Activity GetStoppedActivity( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void Stop( void );
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float ChangeYaw( int speed );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void MoveExecute( edict_t *pTargetEnt, const Vector &vecDir, float flInterval );
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void Move( float flInterval = 0.1 );
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BOOL ShouldAdvanceRoute( float flWaypointDist );
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inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; }
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inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; }
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inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; }
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float CeilingZ( const Vector &position );
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float FloorZ( const Vector &position );
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BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction );
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// UNDONE: Save/restore this stuff!!!
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protected:
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Vector m_vecTravel; // Current direction
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float m_flightSpeed; // Current flight speed (decays when not flapping or gliding)
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float m_stopTime; // Last time we stopped (to avoid switching states too soon)
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float m_momentum; // Weight for desired vs. momentum velocity
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const char *m_pFlapSound;
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};
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#endif //FLYINGMONSTER_H
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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// Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster
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#ifndef FLYINGMONSTER_H
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#define FLYINGMONSTER_H
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class CMFlyingMonster : public CMBaseMonster
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{
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public:
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int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist );// check validity of a straight move through space
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BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, edict_t *pTargetEnt, Vector *pApex );
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Activity GetStoppedActivity( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void Stop( void );
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float ChangeYaw( int speed );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void MoveExecute( edict_t *pTargetEnt, const Vector &vecDir, float flInterval );
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void Move( float flInterval = 0.1 );
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BOOL ShouldAdvanceRoute( float flWaypointDist );
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inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; }
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inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; }
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inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; }
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float CeilingZ( const Vector &position );
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float FloorZ( const Vector &position );
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BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction );
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// UNDONE: Save/restore this stuff!!!
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protected:
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Vector m_vecTravel; // Current direction
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float m_flightSpeed; // Current flight speed (decays when not flapping or gliding)
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float m_stopTime; // Last time we stopped (to avoid switching states too soon)
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float m_momentum; // Weight for desired vs. momentum velocity
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const char *m_pFlapSound;
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};
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#endif //FLYINGMONSTER_H
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