Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_HEADCRAB_H
#define NPC_HEADCRAB_H
#pragma once
#include "hl1_ai_basenpc.h"
class CNPC_Headcrab : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Headcrab, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
void RunTask ( const Task_t *pTask );
void StartTask ( const Task_t *pTask );
void SetYawSpeed ( void );
Vector Center( void );
Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
float MaxYawSpeed( void );
Class_T Classify( void );
void LeapTouch ( CBaseEntity *pOther );
void BiteSound( void );
void AttackSound( void );
void TouchDamage( CBaseEntity *pOther );
void HandleAnimEvent( animevent_t *pEvent );
int SelectSchedule( void );
void Touch( CBaseEntity *pOther );
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
int TranslateSchedule( int scheduleType );
void PrescheduleThink( void );
int RangeAttack1Conditions ( float flDot, float flDist );
float GetDamageAmount( void );
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void IdleSound();
virtual void AlertSound();
virtual int GetVoicePitch( void ) { return 100; }
virtual float GetSoundVolume( void ) { return 1.0; }
int m_nGibCount;
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
protected:
void HeadCrabSound( const char *pchSound );
Vector m_vecJumpVel;
};
#endif //NPC_HEADCRAB_H