28 #ifndef GAME_GAME_ENEMY_SPIDER_H 29 #define GAME_GAME_ENEMY_SPIDER_H 31 #include "hpl1/engine/engine.h" 32 #include "hpl1/penumbra-overture/GameEnemy.h" 45 virtual void OnSeePlayer(
const cVector3f &avPosition,
float afChance);
46 virtual bool OnHearNoise(
const cVector3f &avPosition,
float afVolume);
47 virtual void OnTakeHit(
float afDamage);
48 virtual void OnDeath(
float afDamage);
49 virtual void OnFlashlight(
const cVector3f &avPosition);
51 virtual void OnAnimationOver(
const tString &asAnimName) {}
53 virtual void OnDraw() {}
54 virtual void OnPostSceneDraw() {}
70 void OnUpdate(
float afTimeStep);
89 void OnUpdate(
float afTimeStep);
91 void OnSeePlayer(
const cVector3f &avPosition,
float afChance);
92 bool OnHearNoise(
const cVector3f &avPosition,
float afVolume);
97 float mfUpdatePathCount;
99 bool mbFreePlayerPath;
101 float mfLostPlayerCount;
102 float mfMaxLostPlayerCount;
115 void OnUpdate(
float afTimeStep);
117 void OnAnimationOver(
const tString &asName);
119 void OnPostSceneDraw();
121 void OnSeePlayer(
const cVector3f &avPosition,
float afChance) {}
122 bool OnHearNoise(
const cVector3f &avPosition,
float afVolume) {
return false; }
123 void OnFlashlight(
const cVector3f &avPosition);
141 void OnUpdate(
float afTimeStep);
143 void OnSeePlayer(
const cVector3f &avPosition,
float afChance) {}
144 void OnFlashlight(
const cVector3f &avPosition) {}
162 void OnUpdate(
float afTimeStep);
164 void OnSeePlayer(
const cVector3f &avPosition,
float afChance) {}
165 bool OnHearNoise(
const cVector3f &avPosition,
float afVolume) {
return false; }
166 void OnTakeHit(
float afDamage) {}
168 void OnAnimationOver(
const tString &asName);
185 void OnUpdate(
float afTimeStep);
187 void OnSeePlayer(
const cVector3f &avPosition,
float afChance) {}
188 bool OnHearNoise(
const cVector3f &avPosition,
float afVolume) {
return false; }
189 void OnFlashlight(
const cVector3f &avPosition) {}
190 void OnTakeHit(
float afDamage) {}
191 void OnDeath(
float afDamage) {}
203 void OnUpdate(
float afTimeStep);
205 void ShowPlayer(
const cVector3f &avPlayerFeetPos);
207 bool MoveToPos(
const cVector3f &avFeetPos);
217 tString msIdleFoundPlayerSound;
218 float mfIdleMinSeeChance;
219 float mfIdleMinHearVolume;
220 float mfIdleMinWaitLength;
221 float mfIdleMaxWaitLength;
225 float mfHuntForLostPlayerTime;
226 float mfHuntMinSeeChance;
227 float mfHuntMinHearVolume;
229 float mfAttackDistance;
231 float mfAttackJumpTime;
232 float mfAttackDamageTime;
234 float mfAttackDamageRange;
235 float mfAttackMinDamage;
236 float mfAttackMaxDamage;
239 float mfAttackMinMass;
240 float mfAttackMaxMass;
241 float mfAttackMinImpulse;
242 float mfAttackMaxImpulse;
243 int mlAttackStrength;
245 float mfFleeMinDistance;
246 float mfFleeMaxDistance;
247 bool mbFleeFromFlashlight;
259 #endif // GAME_GAME_ENEMY_SPIDER_H
Definition: GameEnemy_Spider.h:82
Definition: GameEnemy_Spider.h:196
Definition: GameEnemy_Spider.h:178
Definition: GameEnemy_Spider.h:155
Definition: GameEnemy_Spider.h:108
Definition: GameEnemy_Spider.h:41
Definition: GameEnemy_Spider.h:134
Definition: CollideShape.h:50
Definition: GameEnemy_Spider.h:63
Definition: tinyxml.h:864
Definition: GameEnemy.h:152
Definition: GameEnemy.h:189