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_BUG_WARRIOR_H
#define NPC_BUG_WARRIOR_H
#ifdef _WIN32
#pragma once
#endif
#include "AI_BaseNPC.h"
// Animation events
#define BUG_WARRIOR_AE_MELEE_SOUND1 11 // Start attack sound
#define BUG_WARRIOR_AE_MELEE_HIT1 15 // Melee hit, one arm
// Attack range definitions
#define BUG_WARRIOR_MELEE1_RANGE 128.0f
#define BUG_WARRIOR_MELEE1_RANGE_MIN 128.0f
#define BUG_WARRIOR_MODEL "models/npcs/bugs/bug_warrior.mdl"
class CMaker_BugHole;
//-----------------------------------------------------------------------------
// Purpose: WARRIOR BUG
//-----------------------------------------------------------------------------
class CNPC_Bug_Warrior : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_Bug_Warrior, CAI_BaseNPC );
public:
CNPC_Bug_Warrior( void );
virtual void Spawn( void );
virtual void Precache( void );
virtual int SelectSchedule( void );
virtual int TranslateSchedule( int scheduleType );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual bool FValidateHintType(CAI_Hint *pHint);
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual void IdleSound( void );
virtual void PainSound( const CTakeDamageInfo &info );
virtual void AlertSound( void );
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender );
virtual bool ShouldPlayIdleSound( void );
virtual int MeleeAttack1Conditions( float flDot, float flDist );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual Class_T Classify( void ) { return CLASS_ANTLION; }
virtual float MaxYawSpeed ( void );
virtual float CalcIdealYaw( const Vector &vecTarget );
DECLARE_DATADESC();
// Returns true if the bug should flee
bool ShouldFlee( void );
// Squad handling
bool IsAlone( void );
// BugHole handling
void SetBugHole( CMaker_BugHole *pBugHole );
void ReturnToBugHole( void );
void Assist( CAI_BaseNPC *pBug );
// Patrolling
bool StartPatrolling( string_t iszPatrolPathName );
bool IsPatrolling( void );
private:
virtual Disposition_t IRelationType( CBaseEntity *pTarget );
virtual int IRelationPriority( CBaseEntity *pTarget );
void Event_Killed( const CTakeDamageInfo &info );
void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove );
float m_flIdleDelay;
// BugHole handling
CHandle< CMaker_BugHole > m_hMyBugHole;
CHandle< CAI_BaseNPC > m_hAssistTarget;
// Patrolling
string_t m_iszPatrolPathName;
int m_iPatrolPoint;
// Bug's decided he's not fleeing anymore
bool m_bFightingToDeath;
DEFINE_CUSTOM_AI;
};
#endif // NPC_BUG_WARRIOR_H