41 #define M_MATTACK_TOUCH 0
42 #define M_MATTACK_MAIN 1
43 #define M_MATTACK_ALT 2
67 cuiProgressBar _IndicatorHP;
68 cuiProgressBar _IndicatorAttack;
73 M_BOOL _bAgressiveMode;
74 M_BOOL _bEnable_Battle_GUI;
75 M_BOOL _bEnable_NPC_GUI;
81 virtual void _execute_ai(laTimer &t);
91 virtual void respawn();
94 double getLeftRange() {
return _dDeltaL; };
95 double getRightRange() {
return _dDeltaR; };
98 virtual void _drawFx_positioned(
laRenderer *r);
99 virtual void drawInterface(
laRenderer *r, laPoint3 ptBasePos);
102 void agressive(M_BOOL bOn) { _bAgressiveMode = bOn; }
103 M_BOOL isAgressive() {
return _bAgressiveMode; }
105 void enableBattleGUI(M_BOOL on = M_TRUE) { _bEnable_Battle_GUI = on; };
106 void enableNPCGUI(M_BOOL on = M_TRUE) { _bEnable_NPC_GUI = on; };
Adds capabilities and percepts specific to monster creatures.
Virtual interface for the Engine graphics renderer.