Serious-Engine/Sources/EntitiesMP/Scorpman.h
2016-03-11 15:57:17 +02:00

163 lines
5.5 KiB
C++

/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#ifndef _EntitiesMP_Scorpman_INCLUDED
#define _EntitiesMP_Scorpman_INCLUDED 1
#include <EntitiesMP/EnemyBase.h>
#include <EntitiesMP/Bullet.h>
#include <EntitiesMP/Reminder.h>
extern DECL_DLL CEntityPropertyEnumType ScorpmanType_enum;
enum ScorpmanType {
SMT_SOLDIER = 0,
SMT_GENERAL = 1,
SMT_MONSTER = 2,
};
DECL_DLL inline void ClearToDefault(ScorpmanType &e) { e = (ScorpmanType)0; } ;
extern "C" DECL_DLL CDLLEntityClass CScorpman_DLLClass;
class CScorpman : public CEnemyBase {
public:
DECL_DLL virtual void SetDefaultProperties(void);
enum ScorpmanType m_smtType;
INDEX m_bFireBulletCount;
INDEX m_iSpawnEffect;
FLOAT m_fFireTime;
CAnimObject m_aoLightAnimation;
BOOL m_bSleeping;
CEntity * penBullet;
CLightSource m_lsLightSource;
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virtual CTString GetPlayerKillDescription(const CTString & strPlayerName,const EDeath & eDeath);
#line 100 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void Precache(void);
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void Read_t(CTStream * istr);
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BOOL FillEntityStatistics(EntityStats * pes);
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virtual const CTFileName & GetComputerMessageName(void)const;
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CLightSource * GetLightSource(void);
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BOOL ForcesCannonballToExplode(void);
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void SetupLightSource(void);
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void PlayLightAnim(INDEX iAnim,ULONG ulFlags);
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void MinigunOn(void);
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void MinigunOff(void);
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void * GetEntityInfo(void);
#line 216 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void ReceiveDamage(CEntity * penInflictor,enum DamageType dmtType,
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FLOAT fDamageAmmount,const FLOAT3D & vHitPoint,const FLOAT3D & vDirection);
#line 227 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
INDEX AnimForDamage(FLOAT fDamage);
#line 241 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
INDEX AnimForDeath(void);
#line 247 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
FLOAT WaitForDust(FLOAT3D & vStretch);
#line 256 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void DeathNotify(void);
#line 262 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void StandingAnim(void);
#line 265 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void WalkingAnim(void);
#line 268 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void RunningAnim(void);
#line 271 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void RotatingAnim(void);
#line 276 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void IdleSound(void);
#line 279 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void SightSound(void);
#line 282 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void WoundSound(void);
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void DeathSound(void);
#line 293 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
BOOL CanFireAtPlayer(void);
#line 324 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void PrepareBullet(FLOAT fDamage);
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void FireBullet(void);
#line 363 "D:/SE1_GPL/Sources/EntitiesMP/Scorpman.es"
void EnemyPostInit(void);
#define STATE_CScorpman_Fire 0x01320000
BOOL
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Fire(const CEntityEvent &__eeInput);
BOOL H0x01320001_Fire_01(const CEntityEvent &__eeInput);
BOOL H0x01320002_Fire_02(const CEntityEvent &__eeInput);
BOOL H0x01320003_Fire_03(const CEntityEvent &__eeInput);
BOOL H0x01320004_Fire_04(const CEntityEvent &__eeInput);
BOOL H0x01320005_Fire_05(const CEntityEvent &__eeInput);
BOOL H0x01320006_Fire_06(const CEntityEvent &__eeInput);
BOOL H0x01320007_Fire_07(const CEntityEvent &__eeInput);
BOOL H0x01320008_Fire_08(const CEntityEvent &__eeInput);
#define STATE_CScorpman_Hit 0x01320009
BOOL
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Hit(const CEntityEvent &__eeInput);
BOOL H0x0132000a_Hit_01(const CEntityEvent &__eeInput);
BOOL H0x0132000b_Hit_02(const CEntityEvent &__eeInput);
BOOL H0x0132000c_Hit_03(const CEntityEvent &__eeInput);
BOOL H0x0132000d_Hit_04(const CEntityEvent &__eeInput);
#define STATE_CScorpman_Sleep 0x0132000e
BOOL
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Sleep(const CEntityEvent &__eeInput);
BOOL H0x0132000f_Sleep_01(const CEntityEvent &__eeInput);
BOOL H0x01320010_Sleep_02(const CEntityEvent &__eeInput);
#define STATE_CScorpman_WakeUp 0x01320011
BOOL
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WakeUp(const CEntityEvent &__eeInput);
BOOL H0x01320012_WakeUp_01(const CEntityEvent &__eeInput);
BOOL H0x01320013_WakeUp_02(const CEntityEvent &__eeInput);
#define STATE_CScorpman_PreMainLoop 0x01320014
BOOL
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PreMainLoop(const CEntityEvent &__eeInput);
BOOL H0x01320015_PreMainLoop_01(const CEntityEvent &__eeInput);
BOOL H0x01320016_PreMainLoop_02(const CEntityEvent &__eeInput);
BOOL H0x01320017_PreMainLoop_03(const CEntityEvent &__eeInput);
#define STATE_CScorpman_Main 1
BOOL
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Main(const CEntityEvent &__eeInput);
};
#endif // _EntitiesMP_Scorpman_INCLUDED