// AI_monster_zombie.h // Native state-machine replacement for ai_monster_zombie.script. #pragma once class rvmMonsterZombie : public rvmMonsterZombieBase { public: CLASS_PROTOTYPE( rvmMonsterZombie ); rvmMonsterZombie(); virtual void Init( idAI* aiOwner ) override; virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override; protected: float painNextTime; bool can_run; virtual stateResult_t Torso_Idle( stateParms_t* parms ) override; virtual stateResult_t Torso_Pain( stateParms_t* parms ); virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms ); virtual stateResult_t Legs_Idle( stateParms_t* parms ) override; virtual stateResult_t Legs_Walk( stateParms_t* parms ); virtual stateResult_t Legs_Run( stateParms_t* parms ); virtual stateResult_t state_Begin( stateParms_t* parms ) override; virtual stateResult_t state_Idle( stateParms_t* parms ); virtual stateResult_t combat_melee( stateParms_t* parms ); virtual int check_attacks() override; virtual bool do_attack( int attack_flags ) override; };